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Some of the copy pasting seems to have not worked the best, but I guess I can consider this open for all.
Ethereum: Ethereum : Erfworld

Second Dawn is an RPG, based on the webcomic Erfworld. The game is a cross between an RPG, a wargame, with some tower defense elements. I got banned from my previous location, so I have moved over to here. Currently working on a rewite on chapter 04 and will eventually get all the chapters fixed up. Having some issues deciding how to optomize the combat turn order.

This is the full document of the Toma RPG.

Index




Toma RPG: 00 Index

Index-Toma RPG

Chapter 01- Toma RPG: Infantry (finished version 5.0-GTP) Previous wordcount: 19.7k||Current wordcount: 10.7k
Chapter 02- Toma RPG: Advanced Infantry (finished version 4.0-GTP) Previous wordcount: 13.0k||Current wordcount: 8.1k
Chapter 03- Toma RPG: Beasts (finished rough draft) Previous wordcount: 8.9k||Current wordcount: 9.3k
Chapter 04- Toma RPG: Warlords (finished rough draft) Previous wordcount: 8.9k||Current wordcount:

Chapter 05- Toma RPG: Mass Combat (finished second draft) Previous wordcount: 18.3k||Current wordcount:
Chapter ??- Toma RPG: City Basics (finished first draft) Previous wordcount: 5.6k||Current wordcount:
Chapter 06- Toma RPG: Unit Creation (finished rough draft) Previous wordcount: 14.7k||Current wordcount:
Chapter 07- Toma RPG: Specials (finished rough draft- new specials can always be added though) Previous wordcount: 6.3k||Current wordcount:
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Chapter 08- Toma RPG: Casters (incomplete)
Chapter 09- Toma RPG: Cities (incomplete)
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Chapter 10- Toma RPG: Sides and Kingdoms (incomplete)
Chapter 11- Toma RPG: Non Combat Actions (incomplete; barely started)
Other (playtesting, player characters, general miscellania, etc)
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Welcome to Toma's Unofficial Erfworld RPG.

font 15; ariel; the lack of likes mess up the spacing.
 
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Introduction
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Introduction

Darkness surrounds you, but slowly, a soft light begins to pierce through. As your vision clears, a figure stands before you, bathed in a gentle glow.

"Greetings, your majesty."

"Who... Who are you?"

"I am your archon, sent by the Titans to guide your newly founded kingdom and help it prosper."

"Archon? Titans? Is this... Erfworld?"

"Not quite, your Majesty. This is Erfworld's... Second Dawn."



Welcome to "Erfworld, Second Dawn," a unique RPG set in a wargame-inspired world.
This world is based on the webcomic, Erfworld, by Rob Balder.



Setting the Stage
At the dawn of time, 99 kings and queens emerged in the world of Erf. They fought, conquered, and perished in an endless cycle of violence. After their demise, new rulers rose to take their place, continuing the struggle for dominance. Among these new rulers, one eventually emerged victorious, winning the grand game. As a reward, his body was restored to its prime, and he was given a new mission: let the grand game begin anew. To 99 new capital cities, he sent archons to guide and serve the rulers the Titans would summon.

You are one of these new rulers. Summoned at the dawn of a new age, you are given a city to rule. As a living, breathing ruler, your actions directly shape your kingdom's destiny. Will you rise to greatness or fall to the machinations of other rulers?

The RPG Experience in a Wargame Setting
Erfworld, Second Dawn blends the depth of an RPG with the strategic challenges of a wargame. Unlike traditional RPGs where heroes grow exponentially powerful, this world imposes strict limits on individual strength. Leveling up offers modest bonuses, and the cost of leveling increases exponentially. You won't gain endless new abilities or become invincible. The world remains consistently challenging, with deadly monsters and rival kingdoms ever-present.

Supremacy through Kingdoms
In this world, true power lies within your kingdom. As a ruler, your personal achievements are intertwined with the fate of your realm. This is a wargame of kings and empires. Without your kingdom, you are nothing—shunned, homeless, and vulnerable. Your survival depends on the strength and stability of your realm.

  • Name your kingdom.
  • Create units and conquer cities.
  • Generate wealth and expand your influence.
  • Form alliances, but trust no one completely.
Guard your gains, for the cycle of rise and fall is relentless. As your empire grows, so does the envy of others. Alliances are fragile in a world where every ruler is a potential enemy. Inevitably, your empire may fall, and a new ruler will rise to take your place.

The Perpetual Conflict
Erfworld is a realm of constant conflict. Here, everyone is born to battle and conquer. Concepts like civilians and children do not exist. Morality is relative, defined by power and might. In this world, right is enforced by strength.

Every person is a soldier, created through a process known as 'popping'. From lowly stabbers to prestigious commanders, everyone is designed for war.

Your Journey Begins
As a ruler, your life is always at risk. Death is a constant threat, and your personal survival is crucial to the fate of your kingdom. How will you establish your Side? What soldiers will you command to enforce your will? Let us begin with the basic infantry units you can pop.


Welcome to "Erfworld, Second Dawn." Here, the challenge is not just to survive but to thrive in a world of perpetual conflict and power struggles. Your journey as a living, breathing ruler begins now.



Erfworld is a world that is also a tabletop wargame. However, many of the rules have never been fleshed out. Readers of the comic know of the four basic stats, combat, defense, hits, and move and know of general terms such as heavies but there are many more terms one needs to know to fully understand everything that a unit comprises.
For instance, there are 8 basic numbers that makes up the stats an erfworld unit, and they are as follows.
Stats
1. combat (cbt)Determines hit chance. If stat is equal to, or lower than, defense, damage dealt is 1/2 combat (rounded up).
2. damage cap (cap)Maximum/Minimum amount of damage that can be dealt in a single strike. Excess damage is ignored.
3. defense (def)Determines your chance to avoid being hit. If stat is equal to, or lower than, combat, damage dealt is 1/2 defense (rounded up)/
4. dodge (dge)Additional def modifier, applicable only if opposing units are of different sizes.
5. hits (hp)Determines the amount of damage your unit can withstand before croaking. 0 hp incapacitates, -1 croaks.
6. movement (mv)Determines how fast your unit can move, and who has combat initiative.
7. reach (rch)Determines your strike zone, when attacking. Can be melee or ranged.
8. upkeep ($)Determines the cost to keep the unit alive every turn. Also doubles as a supply cap when creating custom armies.
When looking at your stats, they will be listed like this: cbt{cap}| def {dge}| hp| mv| rch| $
If you were show the stats of a common piker, they would look like this: 1 cbt {4 cap}| 1 def {0 dge}| 4 hp| 6 mv| 5' rch| 3$



2. Additional Links
Erfworld Login Erfworld Login Erfworld Login pages 14, 15 done Erfworld Login
Thread for discussion on the rules of Toma RPG.
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Erfworld Login
Thread for playtesting the rules of Toma RPG.
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Erfworld Login
My forum thread, "The Mechanics of Erfworld"
This was my original concept for creating an RPG out of Erfworld.
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http://www.erfworld.com/blog/view/46631/the-imperfect-warlord-chapter-1
My fanfic, "Imperfect Warlord".
It presents my ruleset in a story structure, with mechanics explanations at the bottom of each page.
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Erfworld Login
From the thread "The Units of Erfworld"
I made units out of concepts that other posters created using my Unit Creation system.
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Erfworld Login
This is the thread for talking about the Erfworld RPG.
For the last few pages, starting at the point where I link, it's mostly been me talking about my ideas.
If you want to see some of my earlier concepts, read here.
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https://rpg.erfworld.com/Category:Combat_Mechanics
The index for all the ideas other readers have had for creating stack combat rules.

For Feedback, please post in the discussion area.
Anyone else that wishes to comment, please also click on the discussion tab and put your comments there. Thank you.
Thanks to Twofer, Knavigator, Spicymancer, and Vendanna. They are the biggest commenters on my project.
Special thank you to AmbiguousMouse, who saved my main game file after Erfworld went into lock down.
Outdated- Toma's Combat Mechanics, Toma's Advanced Mechanics, Toma's Heavy Mechanics, and Toma's Flier Mechanics.
Template:Greenstats
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Note: The rules to this game are fully complient with canon, as best as I am able. The above narrative is a concept for a restarted world, but you can continue in the timeline of the webcomic instead.
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Chapter 1- Version 5.0
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Issues:
  • Should I keep the long projectile units -1 penalty vs armed melee, or not?
  • Must pick lowest evasion unit with lowest move?

Chapter 01- Toma RPG: Basic Infantry

Thousands of soldiers will be yours to command some day, if you have the skill and luck to do so. The vast bulk of them will, almost certainly, be made up of the infantry that this chapter details below.​


1.0 Stats/Classes

This chapter will go over the essential stats, and the basic infantry units, that every side has access to. Later chapters will introduce new stats and units, as required.

Core Stats
  1. Combat (cbt):
    1. The battle stat (battle stats = combat/defense) used while fighting on-turn.
    2. Determines chance to hit/parry/dodge/block.
  2. Defense (def):
    1. The battle stat used while fighting off-turn.
    2. Determines chance to hit/parry/dodge/block.
  3. Hits (hp):
    1. Represents damage a unit can withstand before croaking (dying).
  4. Move (mv):
    1. Governs travel speed, and tactical movement rate.
    2. Higher move gives a +1 bonus when calculating initiative.
  • On/Off-Turn Dynamics:
    • These terms are based on Erfworld being modeled after a turn-based strategy game.
    • On-turn represents the time from dawn (start of turn) until dusk (end of turn).
    • On-turn duration shrinks when in proximity to units from an unaligned side.
      • The longer-existing side is on-turn from dawn to noon, while the shorter is from noon to dusk.
    • Night is always off-turn.
    • Units may not leave a given area (aka. terrain hex; size = 3 miles) until the start of the next turn (day).
      • An invasion of enemy territory can only occur while a unit is on-turn.
Secondary Stats
  • {Damage (dmg)}:
    • Infantry base damage: 1.
    • Modified by battle stat bonuses.
      • Doubling/Tripling possible with battle stat bonuses.
    • Limited by glancing/minimum blows (see Section 4.0).
  • Evasion {evn):
    1. Determines initiative/retreat.
    2. Ability to hide (see chapters 2&5).
  • Weapon (wpn):
    • Visually describes fighting style and range.
      • Example: A spear indicates a long-range melee unit (piker).
    • Long range weapons, and mid-range projectiles, are two-handed.
    • Short range weapons, and mid-range melee, are one-handed.
  • Fighting Style (sty):
    • Subset of the weapon stat.
    • Units have innate knowledge of either melee or projectile combat (projectile users = shooters).
    • Unarmed fighting is a last resort due to a significant combat effectiveness reduction. See section 3.2.
    • Shooters can always be attacked when adjacent (within 5 feet).
  • Weapon Range (rng):
    • Subset of the weapon stat.
    • Short, middle, and long categories for both melee and shooters.
    • All long reach shooters take a -1 to battle stats when attacked by an armed melee.
    • See their weapon "Specifics" (below) for details.
Specifics (spc)
Exact expression of this stat is dependent on 'fighting style', which determines the type of weapon being used.
  • Reach Specifics (Spc):
    • Exclusive to melee units.
      • Requires the appropriate weapon.
      • Extended reach (6+) allows attacks on non-adjacent targets.
    • Reach rating varies for small-sized units (3 for short reach; 4 middle; 5 long).
    • Grants a final attack on retreating targets.
    • Cleave attack: Targets two smaller-sized units in the same round (see Chapter 2: Section 2.2).
  • Ammunition Specifics (Spc):
    • Exclusive to shooters; indicates engagements before depletion.
      • Decrease ammo by -1 after each engagement.
      • Falling below 1 ammo forces the unit to fight unarmed.
      • Winning engagements can replenish half-ammo (+0.5) with time spent to gather ammo.
    • Ammo allows shots fired before melee combat and at retreating targets.
      • Short-range shooters fire once, and can hold 3 ammo.
      • Mid-range shooters fire twice, and can hold 3 ammo.
      • Long-range shooters fire three times, and can hold 2 ammo.
Traits (tr) & Specials (spl)
Traits are inherent characterictics, while specials are powerful abilities. Here are a couple common examples.
  • Trait: Basic
    • Applies to mass-produced infantry. All "basic" units are required to have this trait.
    • Allows greater numbers and reduced upkeep.
    • Large stat penalties.
  • Special: Promotion
    • Allows the use of smuckers (money) to instantly upgrade a basic unit to an advanced one.
Classes
The names of a unit's profession, skills, and abilities. There are seven basic infantry classes that all Sides in Erfworld have access to, each having its benefits and drawbacks.

Unit's Class
Trait
Special
Combat
{Damage}
Defense:Move:Hits:Evasion:Weapon:
{Style/Range}
Specifics:
Reach
Specifics:
Ammo
1. Piker
Tr
: basic
Spl: promotion
Cbt: 1
{1 dmg}
Def: 1Mv: 6Hp: 4Evn: 6Wpn: Spear
{melee/long}
*2-handed wpn.
Spc: 5' (5)N/A
2. Archer
Tr
: basic
Spl: promotion
Cbt: 1
{1 dmg}
Def: 1Mv: 6Hp: 4Evn: 6Wpn: Bow
{projectile/middle}
*2-handed wpn.
N/ASpc: 3/3
3. Stabber
Tr
: Basic
Spl: promotion, adv initiative
Cbt: 2
{1 dmg}
Def: 2Mv: 6Hp: 4Evn: 7Wpn: Sword
{melee/middle}
*1-handed wpn.
Spc: 5' (4)N/A
4. Scout (unarmoured)
Tr: basic; quick (+1 mv; -1 def)
Spl: promotion, scout
Cbt: 1
{1 dmg}
Def: 0Mv: 8Hp: 4Evn: 7Wpn: Knife
{melee/short}
*1-handed wpn.
Spc: 5' (3)N/A
5. Tosser (shielded)
Tr: basic; protect (+1 def; -1 cbt)
Spl: promotion
Cbt: 0
{1 dmg}
Def: 2Mv: 6Hp: 4Evn: 5Wpn: Stones
{projectile/short}
*1-handed wpn.
N/ASpc: 3/3
6. Crossbower
Tr
: basic; striker (+1 cbt; -1 hp)
Spl: promotion
Cbt: 2
{1 dmg}
Def: 1Mv: 6Hp: 3Evn: 6Wpn: Crossbow
{projectile/long}
*2-handed wpn.
N/ASpc: 2/2
7. Digger (non-combat)
Tr: basic; sturdy (+1 hp; -1 mv)
Spl: dig
Cbt: 0
{0.5 dmg}
Def: 0Mv: 5Hp: 5Evn: 6Wpn: Shovel
{melee/ N/A}
*2-handed tool.
N/AN/A
  1. Pikers:
    1. Long-range melees, wielding 2-handed weapons. Promotes to lancer.
    2. Pikers boast the longest melee reach, but the necessity of holding a weapon in both hands limits certain options, such as equipping a shield.
  2. Archers:
    1. Mid-range shooters, wielding 2-handed weapons; 3 ammo. Promotes to keshik.
    2. Archers are able to attack most visible targets in the area twice before melee combat, when prepared.
  3. Stabbers:
    1. Mid-range melees, wielding 1-handed weapons. Promotes to knight/guardian.
    2. Stabbers excel in battle with high stats and the Advanced Initiative special, which reduces stun duration by 1, and grants +1 evasion bonus.
    3. Note: Stabbers can assume other military roles, replacing the advanced initiative with a unique weapon special, and/or having stat traits added. Examples being like Riders (requires mounts) having the rider special, and Seafarers (requires port city) having the water terrain specialization, and the quick trait.
  4. Scouts:
    1. Short-range unarmoured melees, wielding 1-handed weapons. Promotes to explorer.
    2. Are not subject to auto-attack due to their scout special, allowing them to escape combat situations.
    3. Scouts have the highest move stat among basic infantry, enhanced by the quick trait (+1 move, -1 defense; see Section 6.1 for full stat trait details).
  5. Tossers:
    1. Short-range shooters, wielding 1-handed weapons, with a shield; 3 ammo. Promotes to ninja.
    2. Tossers require closer proximity to attack, and can only fire once before melee combat, when prepared.
    3. Due to the protect trait (+1 defense, -1 combat), tossers can attack with a shield equipped (+2 battle stat bonus when solely defending), and not suffer a stat penalty.
  6. Crossbowers:
    1. Long-range shooters, wielding 2-handed weapons; 3 ammo. Promotes to arbalest.
    2. Crossbowers can attack any visible unit, including fliers in the top sky zone, and can fire three times before melee combat, when prepared.
    3. Ammo capacity is only 2, instead of 3. Crossbowers face a -1 penalty to battle stats when attacked by an armed melee.
    4. Crossbower's striker trait (+1 combat, -1 hits), causes a -1 battle stat penalty when only defending.
  7. Diggers:
    1. Siege units with the non-combat trait (auto-loses initiative; always counts as unarmed/unarmoured; not subject to auto-attack).
    2. Often popped with siege wagons/towers (vunerable vs fire). Wagons serve as barricades, protect diggers during wall breaches, and can carry ground units without movement cost (must be pushed/pulled by heavies).
    3. Diggers have the sturdy trait (+1 hits, -1 move). Sturdy allows unarmoured units units to have armor (no additional bonus).
    4. The dig special (replaces promotion) is essential for creating tunnels and breaching walls. They are crucial for city attacks.

1.1 Auto-Attack
Auto-attack is the instinctive urge that compels all sided combat units, that don't have the scout special, to engage in direct battle whenever confronted by a unit that is not from an allied capital. This aggressive response overrides any other activity the unit may be engaged in, prompting an immediate charge towards the perceived threat.

Units subject to the auto-attack are almost incapable of independent action. Will not decide to hide, search, or sneak, without orders. When attacking, they may not attempt to ambush. The targeted enemy is fully aware of the impending attack.

1.2 Scouts/Orders/Fortifications/Capture
While most basic infantry are compelled to auto-attack in the face of enemies. The exceptions are below.

Scouts
Scouts, exempt from auto-attacking, choose their engagements, and are capable of retreating. In battle phases without enemy counterattacks, they can focus on a target that they haven't been paired with. If being attacked by another unit, however, attention must be focused back on the attacker.

Orders
Units with the commander special can order auto-attackers not to fight, preventing fights from starting as long for as the subordinates remain within the same terrain hex as the commander. If the commander should die, or become seperated from the units he ordered, the compulsion to auto-attack resumes.

Non-Combat
Diggers are not built for fighting, and actually prefer to retreat, or hide, when an enemy approaches. They tend to travel in siege wagons/towers, and remain inside them if an enemy attacks. Siege wagons offers a moderate amount of protection from enemy units, but are vunerable to fire.

Capture
Capturing attempts must be decided before making battle rolls and can even be done by units that auto-attack, but it makes the fight more difficult.
  • When capturing, -1 to battle stats (stat must be 0 or above to capture).
    • Penalty stacks with all other penalties.
  • Capture attempts inflict glancing blows (half base damage).
    • When a target falls below 1 hit, he is incapacitated for 10 minutes, recovering to 1 hit afterward.
    • Incapacitated targets can either be imprisoned by enemy infantry through physical contact or croaked.
  • Captives, when incapacitated, can be carried by same-sized infantry (movement is halved).
An unarmed crossbower attempting to capture an armed melee unit incurs a -3 penalty to battle stats (-1 unarmed, -1 capturing, -1 long-reach shooter attacked by an armed melee). With a normal battle stats value of 1, the crossbower effectively has -2, rendering capture attempts futile.

Imprisonment Details:
  • While imprisoned, prisoners have no strategic move. Cannot pass through terrain hex borders unless in physical contact with the captor/jailor, or as part of the jailor's personal stack (requires leadership special. See chapter 4).
    • Custody can be changed before the prisoner moves to a new hex but not after.
    • A new jailor can always be appointed at the start of the next turn.
  • Imprisoned units wear magically generated handcuffs and may have leg shackles, halving movement.
  • Units, except those with the scout special, must obey the jailor's orders.
  • Jailor can use a leash and collar on captured commanders to enforce compliance. The collar can be used for decapitation during a combat round with no actions. The leash vanishes if the jailor loses grip.


2.0 Combat (basic battle rules)

The combat stat is utilized for on-turn battle rolls.

Basic 1vs1 Combat (battle bouts)
Fights between armed, auto-attacking, same-sized, units (with the basic trait). See Section 10 for full details.

  • Roll 1d10 + modifiers + appropriate battle stat (cbt/def).
  • Apply penalties:
    • -1 to battle stats when long-reach shooters are attacked by armed melee.
  • Battle Bouts:
    • Winner hits every round.
    • Loser hits once every two round (Loss margin determines if hit start on round 1, 2, or 3).
    • Draws skips damage every second round (applies to both). If unarmoured, suffers glancing blow instead.
    • If the roll is lost by at least -10, save vs crit before fighting stats.
  • Basic infantry usually deal -1 hp of damage.
    • A basic unit croaks when hits become 0, or less.
    • A battle bout ends a death, with no incapacitated units.
  • Pair up units again for a new battle bout, repeat until one side is croaked.
  • After defeating the enemy stack, lower ammo by -1. Ammo recovery is possible with time spent; +0.5 ammo can be regained.
    • No ammo recovery if the enemy retreats successfully with at least 1/2 of its force.
  • Infantry units are assumed to have weapon/armour/ammo; even if lost, it re-pops the next day.
  • Reminder: +1 to combat, -1 to hits for units with the 'striker' trait (see section 6).


3.0 Defense (additional rules)

Defense operates similarly to combat, but it's applied when a unit is off-turn.

General Battle Stat Modifiers
  • Chief Warlords provide a battle stat (cbt/def) bonus to the entire side, typically ranging from +1 to +3. See chapter 4.
  • Auto-lose battle roll if stats are below 0 (unless both units' stats are below 0).
    • Treat as a -10 result. Must make a save vs crit at the start of each battle bout (ignore for skirmish/initiative).
  • Modifiers stack (battle stats):
    • -1 for being unarmed (shooters with less than 1 ammo count as unarmed) or attempting to capture.
    • -1 if a long-reach shooter is attacked by an armed melee.
    • -1 if shielded unit attackers (protect trait ignores penalty).
    • -0 to -2 if outnumbered. See below.
    • +2 if shielded unit defends.
    • +1 if a (shieldless) protect trait unit defends.
    • -1 if a striker trait unit defends.
    • Reminder: +1 to defense, -1 to combat for units with the 'protect' trait. See section 6.
Outnumbered Rules
Victory is possible when outnumbered, but unrelenting numbers will lead to defeat. Enemies generally stop piling on after four units (see section 8), allowing a strategic gap for survival, assuming an enemy can be croaked during the first turn of each battle bout (probably requires a crit).
  • Outnumbered units roll 1d10 once, and can attack a single same-sized enemy.
    • Targeted unit rolls 1d10.
    • All other outnumbering units automatically do normal dmg every second round.
  • When 1 vs 2, -1 to battle stats.
  • When 1 vs 3+, -2 to battle stats.
  • When 1 vs 4+, rolling a 1 means no damage is dealt during round 1 of a bout. Even if unit won the roll.
  • When 1 vs 5+, critical-miss rules come into play. See section 8.0.
  • If 1 vs 4+ after the first round of a bout (must be same sized to enemies; minimum 1 melee), outnumbered unit is auto-defeated.
  • When off-turn, the outnumbered stat penalty is lowered by 1 (not applicable if the unit has the sturdy trait).
    • The striker trait allows the unit to lower the penalty by 1 while on-turn.

3.1 Shields
All units possess basic knowledge of shield usage, requiring no special skill. Any infantry unit can use one (must have a free hand). When equipped with a shield, the unit gains the 'shielded' trait on his character sheet.

Shielded
Any infantry can equip a shield. When equipped, unit either has a bonus, or a penalty, during a given round of battle.
  • If defending (only): +2 bonus to stats (applies while stunned/retreating).
  • If attacking: -1 penalty to attack and defend.
    • Units with protect trait ignore the penalty.
    • Attacking with only a shield counts as fighting unarmed (two seperate penalties).
Shielded+
When equipping a shield that is designed for units that are one size larger, take these modifiers instead.
  • Gains +3 battle stats.
  • Cannot attack (no unarmed penalty).
  • Lowers move by -1.
Note: Shield+ takes a full combat round to equip/remove. During this process, unit is considered incapacitated, and attacks auto-hit.


3.2 Unarmed/ Unarmoured
Units are generally assumed to be armed and armoured, but equipment can be removed. Therefore...

If Unarmed
  • Battle stats incur a -1 penalty.
    • Shooters who run out of ammo must fight unarmed.
  • Unarmed damage counts as a glancing blow (half base damage). See section 4.0.
  • Weapon specifics (reach, ammo) are not available while unarmed.
  • No damage is dealt to the opponent if the result is a draw, even if the opponent is unarmoured.
  • When hits fall below 1. unit becomes incapacitated for 10 minutes.
    • If left alive, unit will always restore to 1 hit after recovery.
If Unarmoured
  • Always suffers a glancing blow on a draw battle roll result against an armed enemy.
  • If armoured unit would suffer a glancing blow, then unarmoured suffers a minimum blow.
  • When making a saving throw vs crit, the difficulty class (DC) is raised by +2. See section 8.0.
  • Cannot swim unless unarmoured. Other actions may be affected.


4.0 Hit Points

In Erfworld, inhabitants do not bleed and have a high pain tolerance. As long as a unit has hits left, no additional factors are typically considered, and the unit can continue fighting.
  • Living units have a hit stat above 0.
  • Units can fight normally until hits are reduced to 0.
  • It is required to hit the torso/head region to croak; hits will not fall below 1 point otherwise.
    • All of a unit's limbs can be severed without croaking.
  • When a basic unit does when hits are at/below 0.
    • 'Advanced' units are critically incapacitated (dying) at 0 hits. See Chapter 2: Section 7.
  • Full healing always happens at the start of the unit's next turn, regardless of the severity of injuries.
  • Reminder: +1 to hits / -1 to move when the unit has the 'sturdy' trait. See Section 6.
Regular Damage
Armed basic infantry do base damage of 1 point after winning a battle roll.
  • Battle bonus of +6 = double damage; bonus of +12 = triple damage.
  • Losing a battle roll by 10+ results in the loser making an additional saving throw vs crit. See Section 8.
  • Draw result in a battle roll:
    • Armoured units take no damage.
    • Unarmoured units take a glancing blow.
Glancing Blow Damage
Happens when unarmed, capturing, draw result (if unarmoured).
  • Deals 1/2 base damage (-0.5 points). No crits or damage increases allowed.
  • If a blow reduces hits to below 1 point, target becomes incapacitated for 10 minutes before recovering to 1hp.
    • If attacked again while incapacitated (auto-hits), a unit will immediately croak.
    • Alternatively, a unit can be immediately imprisoned with physical contact.
Minimum Blow Damage
Most commonly happens when battle stats for both armed opposing parties are below 0.
  • Deals base damage. No crits or damage increases allowed.
    • If base damage is 2 or more, deals half base damage.
  • When a basic unit's hits are at or below 0, he is dead.
Incapacitation
While incapacitation can take various forms, ALL OF THEM prevent movement, initiation of engagement or disengagement, and personal fighting or casting. Incapacitation can be due to hits falling to 0, which means croaking at the start of the next turn (day), or if successfully hit one more time, while other times an incapacitated unit is still at full health but simply unable to move for a time, such as when equipping a very large shield. Consciousness may vary, ranging from sporadic to constant.

Stunned
A lesser form of incapcitation. Units cannot move, attack, or counter attack, but can still defend. Battle stats are lowered by -1. Some specials (ie. adv initiative) can lower duration of stun.


5.0 Movement

Units cannot have a movement stat lower than 0 (generally speaking, 0-move units are plants). Movement has two main aspects: Strategic, and Tactical. It also affects initiative.
  1. Strategic Move: The ability to travel through hex borders, invisible walls that separate land parcels.
    1. Each border crossing reduces strategic move until reaching 0, making the border impassable until restored at the next turn. See chapter 5: section 3.0.
  2. Tactical Move: Translates to 5 feet per point of move during a combat round (e.g., 6 move = 30 feet per round).
    1. Terrain penalties lower move/initiative by a variable amount (-1 to -6 point penalty; minimum move is 1).
  3. Initiative: Initiative is a bonus round of fighting that can take place once opposing units enter melee range, losers can only defend for the initiative round. See below.
    1. Retreat: An option for units not affected by auto-attack, requiring a roll of the evasion stat to succeed. See Chapter 2: section 11.0.
  • Reminder: +1 to move, -1 to defense, for units with the 'quick' trait. See section 6.
Advanced Rules: In battle, units move first, then attack. In figurine and tactical map scenarios, each move point equals 5 feet. Preparedness is spotting enemies 3+ turns away, counted as skirmish rounds. Surprise means enemies are within 1-2 rounds of move before being spotted. No initial attacking when surprised. If ambushing, ambushing units move twice and attack once before the initiative round.

5.1 Initiative
Initiative is determined by comparing a lowest evasion unit of each opposing stack. Of the two, unit with a higher move gets a +1 bonus to evasion. Higher evasion wins initiative for the stack. In the case of a tie, roll dice to determine who chooses unit pairings first. Winner will not gain initiative.

Evasion Modifiers During Initiative
  • Evasion Bonus:
    • Higher move stat = +1 to evasion.
  • Evasion Penalties:
    • Non-combat trait = Auto-loss; no initiative if both groups have this trait.
  • Size difference and terrain specialization provide additional modifiers. See chapter 2.
Example: Stabbers (7 evasion; move 6) vs. Scouts (7 evasion; move 8). Evasion for both units is 7, but scouts have a higher move, granting a +1 evasion bonus. Scouts win.

Initiative Aspects
  1. Winners can attack at the beginning of melee fighting without risk for one round.
    1. In the case of a tie, roll dice to determine who chooses unit pairings first. Winner will not gain initiative.
    2. If both stacks are surprised, only units with adv. initiative specials, and the proper terrain specialzation, can fight for that round.
  2. Winners decide the first combat pairings; losers pick next, and it trades back and fourth.
Example: Stabber (7 evasion) + Piker (6 evasion) vs pikers (6 evasion). Because there are pikers in both stacks, and both have the same move, initiative is the same. Players roll 1d10. Result is odd (7). Player 1 is odd so he wins. Initiative round is skipped, since a tiebreaker was used, but Player 1 makes the first pairing choice, pairing his pikers with opposing pikers.

Initiative is recalculated after an engagement, when no enemy units are within 2-round melee range, and no ranged attacks are ongoing.

5.2 Surprised vs. Prepared
There are three phases of fighting. The skirmish, initiative, and battle bouts. Before fighting begins, opposing stack will start-off in one of two states, spotted or hidden, which can alter the first two phases in one of three ways, as listed below.

Prepared Battle
Both sides are have spotted each other before they came within 2 turns worth of move.
All units will have a bit of time to get themselves ready for the battle ahead, as well as analyze the enemy's forces.
  • Determine Initiative: Use the process from Section 5.1.
  • Skirmish (1-3 rounds): Shooters (only) attack; Short/mid/long range shooters fire 1/2/3 times.
  • Initiative (1 round): Side with initiative (only) attacks; losers defend (can't counter-attack).
    • Skip, if tiebreaker die roll used.
  • Battle Bouts: Standard combat.
Surprised Battle
Both sides were hidden from each other before being within 2 turns worth of move of each other.
Units initially become stunned, with the exception of those with 'adv Initiative', or the appropriate 'terrain', special.
  • Determine Initiative: Use the process from Section 5.1.
  • Skirmish (1 round): All units stunned. Exception: Some specials negate stunned and allow attacks (ie: adv. initiative).
  • Initiative (1 round): Side with initiative fights; losers defend. Units are no longer stunned.
    • Skip, if tiebreaker die roll used.
  • Battle Bouts: Standard combat.
Ambush Battle (auto-attackers cannot ambush)
One side is spotted while other side remained hidden. Hidden unit must sneak to within 2 turns worth of move and attack without being spotted beforehand.
If discovered before attacking, ambush changes to surprised battle.
Units with the appropriate 'terrain' special cannot be ambushed by units that don't have the same special.
  • Determine Initiative: Use the process from Section 5.1.
  • Skirmish (1 round): Ambushing units move twice, attack once; ambushed units are stunned (no exceptions).
  • Initiative (1 round): Side with initiative fights; losers defend. Ambushed units, without stun negating specials, remain stunned, and will not be able to attack, even if they won initiative.
    • Skip, if tiebreaker die roll used.
  • Battle Bouts: Standard combat; units are no longer stunned.

6.0 Stat Traits and Specials

Units in Erfworld, with only a handful of exceptions, are combat-oriented. All the standard, basic, infantry units have a proficiency with one style of weaponry. But there are variations to this formula that are called traits, and additional abilities that are called specials.

There are a total of four main stats, all of which have been shown already. In addition to the stats, units can be given up to four stat traits that increase one stat by a point while decreasing a second stat by a point. Whenever a stat change happens, either positive or negative, a secondary effect is also created.
  • Quick: (if quick is the only stat trait, level up bonus is changed to +1 move every level; see chapter 4)
    • +1 move; Unarmoured (causes +2 DC vs crit). Cannot be armoured (overrides sturdy trait).
      • Note: Naturally unarmoured units (non-combat; flyer) suffer +2 DC vs crit instead.
    • -1 defense; +1 evasion.
  • Protect:
    • +1 defense; -1 evasion.
    • -1 combat; +1 battle stats when only defending (without shield), or negate the -1 penalty when attacking (with shield).
      • Note: Infantry units, wielding one-handed weapons (like tossers), pop with shields.
  • Striker:
    • +1 combat; -1 battle stats when only defending. Cannot equip shields (overrides protect trait).
    • -1 hit; reduces on-turn outnumbered penalty by 1. (treat as if off-turn).
  • Sturdy:
    • +1 hit; raises off-turn outnumbered penalty by 1. (treat as if on-turn).
    • -1 move; -2 DC vs crit. Must be fully armoured (breastplate/helmet) to benefit.
      • Note: Naturally unarmoured units (non-combat; flyer) become armoured instead.
Any units that already have a stat that would be brought to below zero after taking a trait are not allowed to take the trait.

Non-Combat Trait
  • Only basic units can gain this trait.
  • Auto-loses initiative.
  • Always counts as unarmed melee.
    • -1 to battle stats
    • No specifics (reach/ammo)
    • Can't fire projectiles.
  • Always counts as unarmoured
    • +2 DC saving throw vs crit.
    • Suffers glancing blow from draw.
    • Suffers regular hit from minimum blow.
  • Not affected by auto-attack.
Basic Trait
Infantry with the 'basic' trait serves as cannon fodder—quick to make, and maintain, but weaker in battle than standard units.
  • Standard Small Unit:
    • Combat: 3
    • Defense: 3
    • Hits: 4 (croaks at -1 hit)
    • Move: 6
    • Evasion: 7
    • Damage: 1
    • Specials: 3
    • Terrain Specialization: 1
    • Saving Throws vs Crits: 3 DC
    • Rank: 1-2
    • Upkeep: $10 (assumes rank 1)
    • Production rate: 2 (1 day)
  • 'Basic' Penalties:
    • Combat: 1 (-2)
    • Defense: 1 (-2)
    • Hits: 4 (croaks at 0 hits)
    • Evasion: 6 (-1)
    • Specials: 1 (-2)
    • Terrain Specialization: 0 (-1)
    • Rank: 1 (can only be rank 1)
    • Saving Throws vs Crits: 5 DC (+2)
    • Half-damage to heavies (applies after damage reduction).
    • Half-damage to same-sized regular units (if dmg is at least 1 point).
    • Restrictions on selection of specials. Can not directly affect taken/recieved damage, or the number of attacks per round.
  • 'Basic' Bonuses:
    • 1/2 upkeep
    • *4 Production rate: pops 8 (1 day)
  • Unchanged Aspects:
    • Move, base damage output
  • Stabbers and Scouts: These classes pop at a slower rate but gain special advantages.
    • +1 Special (2 specials)
    • Stat Increase (Stabbers: +1 combat/defense; Scouts: +1 move)
    • -2 Units per day: pops 6 (1 day)
    • Variants of stabbers/scouts with 4 units per turn and unique job-specific units exist but are not considered 'standard.'

6.1 Specials
All basic infantry units possess at least one special. Stat Increase is also a type of special.
  • Advanced Initiative:
    • +1 to evasion stat.
    • Recovers from being stunned 1 round earlier than normal. If stun duration is one round, unit does not get stunned.
  • Dig:
    • Enables the creation of new tunnels. These tunnels auto-magically include lights for visibility.
    • Diggers are the only basic units capable of burrowing through a city's walls, making Dig a siege special variant.
    • If diggers pop with optional siege wagon, it takes 4 turns, and all units pop on the fourth turn, with the wagon.
  • Promotion:
    • Allows rulers, or chief warlords, to spend smuckers for promotion to an advanced infantry (knight) class variant (cost: $2000) or to a warlord (cost: $4000).
    • Every basic infantry, excluding diggers, has an advanced variant. Can also promote to a Warlord.
  • Scout:
    • Enables infantry to avoid auto-attacking, and choose battle targets, instead of random pairings.
    • Allows for setting up ambushes, retreating from battle, and other tactical actions.
    • Scout is a minimum requirement for creating a player character, and the unit must also have Promotion if not a commander-class unit.
  • Stat Increase:
    • Raises base battle stats (both), move, or hits by +1.

6.2 Scouts as Player Characters
In this RPG, players primarily start as kings, but if they pop as a different unit, like a scout or stabber, they gain access to the scout/promotion specials, allowing them to become warlords eventually. Player characters won't instantly die at 0 HP; instead, they become incapacitated.

The scout special is crucial for player characters as it increases intelligence and self-agency. Scouts are more likely to be considered for warlord promotion due to their additional specials.

While some abilities are possible for non-combat unit, others are scout exclusive.

Scout Abilities (partial list)
  1. General Non-Combatant:
    1. Avoid auto-attacking.
    2. Sneak through terrain.
    3. Hide.
    4. Set up ambushes.
    5. Retreat from battle.
    6. Break from his group stack.
    7. Engage in alternative actions, like gathering arrows during battle.
  2. Scout Specific (partial list)
    1. Use scout selection for battle pairing.
    2. Spotting hidden enemies (non-sided combat units can also do this).
    3. Peer into adjacent hexes to see units across borders.
    4. Crouch for increased ranged defense.
    5. Change attack targets when outnumbered.
    6. Screen other units from damage.
    7. Betray his own side.
    8. Passing objects, such as written notes, through hex borders without using move.
    9. Use the survey ability to learn adjacent terrain types and landmarks.
      1. Note: very use costs 1 move point from the daily strategic total.
Warlord Promotion
Player characters should aim for warlord promotion, granting them the ability to select weapon options. Stabbers can become spear warlords, for instance. Knights, while not normally promoting, should have a path to become warlords. Becoming a warlord is a requirement for ruling a nation.


7.0 Additional Details

In addition to the initial stats of a unit and circumstantial modifiers, the leadership special (see chapter 4) grants additional bonuses, and can even grant a passive bonus to the entire side that aren't already benefiting from a leadership bonus.

Group Stack
  • Refers to any group of units moving or fighting together, when not lead by a commander unit.
  • Units have a tendency to group with units of the same class/race, and in specific numbers (basic infantry are typically 16 unit groups).
    • When not in combat, units must be able to move and be adjacent to any other member within 2 rounds.
  • Passive date-a-mancy results in an unspoken agreement on actions.
  • Disadvantage: Units instinctively avoid getting too far apart, often moving at the slowest unit's pace in mixed groups.
    • Stacks are generally made up of similar units to avoid restrictions on movement and effectiveness.


8.0 Critical Hits

Critical hits typically occur when there's a significant difference in battle roll results.
  • A battle roll result that is 10+ points higher than the opponent's counts as a critical hit.
  • A critical hit does not increase the base damage but counts as a potential death blow.
    • On a successful save, the unit takes normal damage.
  • When a battle stat falls below 0, the unit automatically suffers a critical hit instead of making a battle roll.
    • If both units have battle stats below 0, they skip the battle roll and each take minimum blows
  • A basic unit is instantly croaked on a successful crit (adv. units are critically incapacitated).
    • The amount of hits has no effect on avoiding this result.
  • The enemy attack must be capable of lowering the opponent's hits by at least -1 hit point to crit.
  • Cannot be critted by minimum/glancing blows.
Saving Throw vs Crit Rolls:
To avoid being critted, a saving throw is rolled.
  • Roll 1d10.
  • Base Difficulty Class (DC): 5 (3 base +2 basic trait)
  • Roll result must be above the DC of the saving throw.
    • A roll of 10 always succeeds, and a roll of 1 always fails.
Modifiers that increase DC (bad):
  • +2 if the unit is unarmored.
    • +4 if non-combat/flyer with the quick trait (see chapter 3 for flyers).
  • +2 if the unit is one size smaller than the opponent (see chapter 2).
    • Automatically critted when hit if the unit is two sizes smaller; no saving throw is possible.
  • +4 if there is a disparity of 10+ points between opposing battle stats.
    • Generally, if battle stats are 10 points higher than opponent, it's an auto-hit, since the dice are 1d10.
    • If opponent is one size smaller, auto-crit instead. No roll to save.
Armor Modifiers: There is a maximum penalty of +2 from removing armour pieces.
  • Removed items
    • Helmet: +1 DC (still counts as armored)
    • Breastplate: +1 DC (counts as unarmored)

Modifiers that lower DC (good):
  • -2 if the unit has the tough trait, and is fully armored
    • -0 if non-combat/flyer with the sturdy trait; units become armoured instead.
  • -2 if the unit is exactly one size larger.
  • -4 if the unit is exactly two sizes larger.
    • Cannot be critted if the unit is 3 sizes larger, or more.

Critical-Miss:
A critical miss occurs when a unit has becomes outnumbered beyond a certain amount, causing accidental deaths among allies due to the chaos of battle.

  • Condition: Critical-misses happen when outnumbering a same-sized opponent by 5+ to 1 at the end of the first round of a battle bout.
  • Saving Throw: Each outnumbering unit not attacked by the outnumbered unit must make a saving throw vs. a same-sized unit (DC 3).
  • Consequence: If the saving throw fails, the unit is instantly killed (critted).
  • New Bout: If a unit dies, a new battle bout starts, and another round of saving throws occurs at the end of the first round, if still outnumbering by 5+ to 1.
Units instinctively avoid joining an attack if the target is already being attacked by 4 units, but will do so if ordered by a warlord. This decision must be weighed carefully, as attacking/croaking allies damages morale.


9.0 Projectile Fighting

Projectiles in Erfworld defy conventional physics, with the main limitation being visibility within the area, unless blocked by a hex border. There are three general projectile distances in Erfworld:
  1. Short Reach Projectiles:
    • Can hit the lower sky zone.
    • General distance: 120 feet (10 stories high).
  2. Middle Reach Projectiles:
    • Can hit the upper sky zone.
    • General distance: 300 feet (25 stories high)
    • Most fliers can only reach a maximum of 300 feet above the ground.
    • Fliers can fly over structures close (50 feet) to them that surpass 300 feet.
  3. Long Reach Projectiles:
    • Can hit the top sky zone.
    • General distance: 528 feet (44 stories high).
    • Erfworld physics prevent flying or structures exceeding this height.
    • Tallest structures are generally 40 stories (480 feet), such as the city towers.
Pre-Melee Attacks:
  • Short reach shooters attacks once before melee, while mid-reach attacks twice, and long reach attacks three times.
  • Targets at a great range can be hit, but evasive actions upon detecting a threat limit the number of shots before the target closes into melee.
Note: Treat all ranged fire as simultaneous, counting deaths only after all ranged fire for a round is complete.

Ammunition:
  • Shooters have a limited amount of daily ammunition.
  • For simplicity, one ammunition lasts an entire combat encounter, regardless of the number of shots.
  • Short/Middle reach shooters typically have 3 ammo, while long reach shooters have 2.
  • After a battle, a winning shooter may gather 50% of spent ammunition, and if victorious against equivalent shooters, a GM may rule for a full 100% restoration.


10.0 Turn order (quick combat version)

Quick combat means acting as if all units are subject to auto-attacking, no ambushes, no retreating, and the priority is to finish battles as soon as possible.

Combat Turn Order:
  1. Select Units:
    1. Choose battle groups, noting on/off-turn status.
  2. Situational State (affects steps 5&6):
    1. Prepared: Groups are each spotted outside 2 rounds of move.
    2. Surprised: Groups are each hidden within 2 rounds of move.
  3. Determine Initiative (affects step 6):
    1. Noncombatants: Auto-lose if in a group. If in both groups, tiebreaker.
    2. Compare opposing units with lowest evasion. Check their respective moves. Higher move = +1 evasion bonus.
    3. Higher total evasion wins initiative.
    4. Tiebreaker: Roll 1d10 (odds vs. evens).
  4. Determine Pairings:
    1. Select combat pairs as per "Section 10.1".
    2. Winner pairs first for skirmish, and odd numbered bouts. Loser pairs first for initiative, and even numbered bouts.
  5. Skirmish Rounds:
    1. Prepared (1-3 rounds): Shooters (only) attack; Short/mid/long range shooters fire 1/2/3 times at a single target.
    2. Surprised (1 round): All units stunned, unless posessing stun-negating specials (e.g. adv. initiative).
    3. Target results determined individually. All penalties/bonuses apply (e.g. stunned).
    4. If target stats differ by at least +2/-2 points, attacker misses/hits; otherwise, glancing blow (unarmoured = minimum blow).
  6. Initiative Round (1 round; tiebreaker=skip):
    1. Prepared: Initiative side attacks.
    2. Surprised: Initiative side attacks. Units are no longer stunned.
    3. Before fighting, form new combat pairings for unpaired units. Success/Failure determined as in Skirmish rounds.
  7. Battle Bout:
    1. Form new pairings for unpaired units.
    2. Roll 1d10 for highest statted opposing primaries, applying modifiers.
    3. Winner: Hits every round.
    4. Loser: Hits every other round, starting based on the degree of loss.
      1. Draw (0): Rounds 2, 4, 6... armoured= no damage; unarmoured= glancing blows.
      2. Loss by 1 to 3: Rounds 1, 3, 5...
      3. Loss by 4 to 6: Rounds 2, 4, 6...
      4. Loss by 7+: Rounds 3, 5, 7...
      5. Loss by 10+: Additional saving throw vs crit at start of round 1 (negative stats also cause this).
    5. Secondary Pairings: If all secondaries are smaller, auto-hit for full damage every odd round, otherwise every even round.
    6. Bout ends when one unit is croaked (with no units incapacitated).
  8. Next Bout:
    1. Form new pairings for unpaired units, and repeat step 7, until all units from one player are defeated.
  9. Conclusion:
    1. Declare battle winner.
    2. Winning units gain experience points (see chapter 5).
    3. Adjust ammo stat (-1) after the battle.
    4. Check for other potential enemies. If none, units can recover 0.5 ammo.

BATTLE#1
  1. Select Units: Both players have 1 piker. Player 1 is on turn; player 2 is off-turn.
  2. Situational State: Players 1&2 are spotted. Use prepared option for steps 5&6.
  3. Determine Initiative: Evasion&move is the same, roll 1d10; odd result means player 1 wins roll, but doesn't have initiative.
  4. Determine Pairings: Player1 pairs his piker with the enemy piker (only one possible choice).
  5. Skirmish Rounds:: N/A (prepared; no archers; skip step 5).
  6. Initiative Round (tiebreaker = skip): N/A (tiebreaker used; no initiative, skip step 6).
  7. Begin Battle Bout: Player#1 wins roll with a +1 to +3 result. Player#2's piker dies at 0/4 hp, while player1's piker has 2/4 hp.
  8. Continue Battle: N/A only one group remains.
  9. Conclusion: Player#1 wins. No other enemies around. No ammo to recover. Winning piker gets exp.
BATTLE#2
  1. Select Units:
  2. Situational State:
  3. Determine Initiative:
  4. Determine Pairings:
  5. Skirmish Rounds:
  6. Initiative Round (tiebreaker = skip):
  7. Begin Battle Bout:
  8. Continue Battle:
  9. Conclusion:


10.1 Randomized Selection
Several times, it has been said that attacks shall be determined "randomly". Instead of true randomization, however, the method used for this shall be for players to take turns deciding on the targets.

  1. Determine First Selector:
    • Odd Bouts (includes skirmish): Initiative/tiebreaker winner selects first.
    • Even Bouts (includes initiative): Initiative/tiebreaker loser selects first.
  2. Primary Pairing (Regular/Stunned Units Only):
    • First Selector:
      • Chooses a primary pairing for all units of one class/race from each side.
    • Second Selector:
      • Chooses a primary pairing for all units of one class/race from each side.
    • Repeat Alternating Selections:
      • Continue alternating selections until all regular/stunned units of one side have primary pairs.
  3. Secondary Pairing:
    • If units remain unpaired, return to Step 2.
    • These become secondary pairings and include previously paired units.
    • The positions of first and second selectors are reversed.
    • Prioritize fewest pairings.
  4. Finalization:
    • Ensure all units are paired; resume battle turn order.
Pairing Definitions:
  1. Primary Pairings:
    1. The first chosen pairings for each unit class/race.
    2. Primary pairings are the main combat interactions.
  2. Secondary Pairings:
    1. Pairings in which there is no mutual ability to attack.
    2. Include units that have been previously paired in primary pairings.

Note: If using miniatures, units move before combat.

10.2 Battle Rules - Quick Combat Modifiers
These modifiers provide a quick reference for combat situations during quick combat with same sized units.


  • Ammo:
    • When ammo is less than 1, the unit must fight unarmed.
  • Capturing:
    • Similar effects to fighting unarmed (stacks with unarmed penalty). Lower battle stats by 1.
    • Infantry can imprison after incapacatating/immobilizing opponent.
  • Crit Save Roll:
    • When losing a battle roll by 10+, roll 1d10 and roll above DC of 3 (4+ result to succeed).
    • Failing roll means unit is critted.
    • Add +2 DC for the following:
      • Basic trait.
      • Unarmoured trait.
    • Substract -2 DC for the following:
      • Sturdy trait (if armoured).
  • Critical-Miss:
    • Same-sized units critical-miss applies when outnumbering enemy by 5+ to 1.
    • Critical-misses happen at the end of the first round of a bout (before auto-defeat rule).
    • Every outnumbering unit that was not attacked by enemy rolls save vs crit (treat as if saving from same sized enemy).
    • If any units fail, they are critted. Start a new battle bout.
  • Damage (bonuses):
    • Damage can double with a +6 bonus to a battle stat (triple dmg with +12 bonus).
    • Chief warlord bonus is typically 0 to 3. It applies only to battle stats.
  • Non-Combat:
    • Always unarmed/unarmoured.
    • Cannot ever win initiative.
  • Outnumbered:
    • Outnumbered unit attacks his primary pairing (first unit paired with).
    • When 1 vs 2, -1 to battle stats.
    • When 1 vs 3+, -2 to battle stats.
    • When 1 vs 4+, rolling a 1 means no damage is dealt during round 1 of a bout. Even if unit won the roll.
    • Lower stat penalty by 1 if off-turn (ignore, if unit has sturdy trait).
    • Lower stat penalty by 1 if on-turn, and unit has striker trait.
    • Auto-Defeat:
      • When same sized, unit is auto-defeated if still outnumbered 1 vs 4+ (minimum 1 melee) after the first round of a bout.
  • Projectile vs Melee:
    • -1 battle stats when a long-reach shooter is attacked by an armed melee.
  • Protect Trait:
    • +1 battle stats if only defending (without shield only).
    • Negate -1 battle stat penalty instead, if unit has shield.
  • Shielded Status:
    • +2 battle stats, if not attacking for the round.
    • -1 battle stats, if unit attacks instead.
      • Negate -1 penalty, if unit has protect trait.
  • Stat Penalties:
    • When a battle stat falls below 0, the unit automatically must save vs crit instead of making a battle roll (-10 result).
    • If both units have battle stats below 0, they skip the battle roll and each take minimum blows.
  • Striker Trait:
    • -1 to battle stats, when only defending.
    • Lower outnumbered penalty by 1 when on-turn.
  • Sturdy Trait:
    • Ignore outnumbered penalty reduction of 1 for being off-turn.
  • Stunned (incapacitation):
    • Can't attack, counter-attack, or move. Can defend (bonuses for defensive fighting apply). Suffers -1 to battle stats.
    • Certain specials allow recovery from being stunned 1 turn earlier. Time can be lowered to 0.
  • Unarmed Status:
    • Can only do glancing blows (0.5 damage).
    • -1 battle stats.
    • No crits.
    • Hits that cause 0 HP incapacitate for 10 minutes before recovering to 1 HP.
      • Another attack during the next turn auto-hits and croaks.
  • Unarmoured Status:
    • Draw result during skirmish/initiative rounds causes unit to suffer glancing blow.
    • During battle bouts, unit takes glancing blows during a draw result every second round.


11.0 Unit Templates

The stats for a unit are here, with the abbreviations.

Unit's class
Combat (Cbt) {Damage(Dmg)}||Defense (Def)||Move (Mv)||Hits (Hp)||Weapon (Wpn) {Style (Sty)||Range (Rng)}||Specifics (Spc)
Traits (Tr)||Specials (Spl)

Simple stats
  1. Piker
    1. Cbt: 1 {Dmg: 1}||Def: 1||Mv: 6||Hp: 4/4||Evn: 6||Wpn: Spear {Sty: Melee||Rng: Long}||Spc: 5' (5)
    2. Tr: Basic||Spl: Promotion
  2. Archer
    1. Cbt: 1 {Dmg: 1}||Def: 1||Mv: 6||Hp: 4/4||Evn: 6||Wpn: Bow {Sty: Shooter||Rng: Middle}||Spc: 3/3
    2. Tr: Basic||Spl: Promotion
  3. Stabber
    1. Cbt: 2 {Dmg: 1}||Def: 2||Mv: 6||Hp: 4/4||Evn: 7||Wpn: Sword {Sty: Melee||Rng: Middle}||Spc: 5' (4)
    2. Tr: Basic||Spl: Promotion, Adv. Initiative
  4. Scout
    1. Cbt: 1 {Dmg: 1}||Def: 0||Mv: 9||Hp: 4/4||Evn: 7||Wpn: Dagger {Sty: Melee||Rng: Short}||Spc: 5' (3)
    2. Tr: Basic, Quick (unarmoured)||Spl: Promotion, Scout
  5. Tosser
    1. Cbt: 0 {Dmg: 1}||Def: 2||Mv: 6||Hp: 4/4||Evn: 5||Wpn: Stones {Sty: Shooter||Rng: Short}||Spc: 3/3
    2. Tr: Basic, Protect (shielded)||Spl: Promotion
  6. Crossbower
    1. Cbt: 2 {Dmg: 1}||Def: 1||Mv: 6||Hp: 3/3||Evn: 6||Wpn: Crossbow {Sty: Shooter||Rng: Long}||Spc: 2/2
    2. Tr: Basic, Striker||Spl: Promotion
  7. Digger
    1. Cbt: 1 {Dmg: 1}||Def: 1||Mv: 5||Hp: 5/5||Evn: 6||Wpn: Shovel {Sty: Melee||Rng: Middle}||Spc: N/A
    2. Tr: Basic, Sturdy, Non-Combat||Spl: Dig
Complete stats
Stabber (Human)
........................................
Level: 1 . EXP:: 0/4
Rank:: 1 . Type: infantry
Terrain: land (none)


Combat:: 2 .. Defense: 2
Hits::: 4/4 . Move: 6
Evasion: 7 .. Size: Small (3)

Weapon: sword .. Style:: Melee
Range:: middle . Specs:: 5' (4)
Damage: 1 ...... Upkeep: 5$
Pop Rate: 6 (1 day)


Traits:: Humanoid, basic
.
Special: Promotion, adv. initiative
Crossbower (Human)
........................................
Level
: 1 . EXP:: 0/4
Rank
:: 1 . Type: infantry
Terrain: land (none)


Combat:: 2 .. Defense: 1
Hits::: 3/3 . Move: 6
Evasion: 6 .. Size: Small (3)

Weapon: crossbow . Style: Shooter
Range: long ...... Specs: 2/2
Damage: 1 ........ Upkeep: 5$
Pop Rate: 8 (1 day)


Traits:: Humanoid, basic,
striker (+1 cbt; -1 hp)
Special: Promotion
Race: Human||Rank: 1
Class: Stabber||Type: Infantry
Size: Small (3)||Terrain: Ground {N/A}
Wpn: Sword {Sty: Melee||Rng: Middle}
Cbt: 2 {Dmg: 1}||Def: 2||Spc: 5' (4)
Hp: 4/4||Mv: 6||Evn: 6||Upk: $5
Lv
: 1{Exp: 0/4}||Pop: 6 (daily)
Tr: Humanoid, basic
Spl: Promotion, adv. initiative
Total: 22 stats (Currently Undefined: 10)
Race: Human||Rank: 1
Class: Crossbower||Type: Infantry
Size: Small (3)||Terrain: Ground {N/A}
Wpn: Crossbow {Sty: Ranged||Rng: Long}
Cbt: 2 {Dmg: 1}||Def: 2||Spc: 2/2
Hp: 4/4||Mv: 6||Evn: 6||Upk: $5
Lv
: 1{Exp: 0/4}||Pop: 6 (daily)
Tr: Humanoid, basic
Spl: Promotion, adv. initiative
Total: 22 stats (Currently Undefined: 10)


12.0 Sample Combats

I will now write down some small battles between infantry that gradually add more of the various rules mentioned in this chapter.

Battle Template

1. Select Units

Blue Player (on-turn; cbt)Green Player (off-turn; def)
Piker#1B
Combat:: 1 ... Defense: 1
Hits:::: 4/4 . Move:::: 6
Damage:: 1 ... Evasion: 6
Weapon:: spear {long/ 5'(5)}
Special: Promotion
Piker#1B
Combat:: 1 ... Defense: 1
Hits:::: 4/4 . Move:::: 6
Damage:: 1 ... Evasion: 6
Weapon:: spear {long/ 5'(5)}
Special: Promotion
Blue (on-turn): Piker#1B.
Green (off-turn): Piker#1G.

2. Situational State
Blue: spotted/hidden
Green: spotted/hidden
Use the prepared/surprised option for steps 5&6.

3. Determine initiative:

  1. Check Evasion:
    1. = has _ evasion and _ move. Total: _
    2. = has _ evasion and _ move. Total: _
  2. = = =has higher evasion.
    1. Tiebreaker: Roll 1d10. Blue wins if odd. Green wins if even.
    2. Roll is _.
  3. Result: = = wins with/without initiative.
4. Determine Pairings:
No scouts, use random pairings.

  1. First choice: = = pairs = = with = =.
    1. = = vs = =.
  2. Pairings complete.
No Initiative (on-turn; Combat)No initiative (off-turn; Defense)
Unit#1B hits= 4/4 Unit#1G hits= 4/4

5. Skirmish rounds:
Prepared: Melee: N/A; S/M/L shooters attack 1/2/3 times; compare stats; hit if 2+; glance if -1 to +1 (unarmoured = min); miss otherwise.
Surprised: All units without 'advanced initiative', or the appropriate terrain specialization, are stunned.

  • Skirmish round:
    1. = combat is _; = defense is _.
    2. = hits/glances/min/misses =, doing _ points of damage.

6. Initiative round (tiebreaker = skip):
Prepared: Initiative side attacks. Compare stats; hit if 2+; glance if -1 to +1 (unarmoured = min); miss otherwise.
Surprised: Initiative side attacks. Units are no longer stunned.

  • =Blue =Green won Initiative.
    1. = combat is ?; = defense is ?; hit/glance/min (within -1 to +1); ? damage.

7. Begin Battle Bouts:
Resolve the first pairing:

  • First bout is =# vs =#
  • Each player rolls 1d10.
    • Blue adds combat stat to roll (+_).
    • Green adds defense stat to roll (+_).
  • Blue rolls _ (total: _); Green rolls _ (total: _)
  • = = wins by _. Use the _-_ win result (1-3; 4-6; 7-9; 10+)
  • Starting : 4/4; 4/4
    • Round 1:
    • Round 2:
      • Secondaries auto-hit on odd rounds if smaller, even otherwise.

8. Continue Combat:
Resolve the first pairing:

  • Bout is = vs =
  • Each player rolls 1d10.
    • Blue adds combat stat to roll (+_).
    • Green adds defense stat to roll (+_).
  • Blue rolls _ (total: _); Green rolls _ (total: _)
  • = = wins by _, so use the _-_ win result
  • Starting : 4/4; 4/4
    • Round 1:
    • Round 2:
      • Secondaries auto-hit on odds rounds if smaller, even otherwise.

9. Conclusion:
=# vs =# WINS!
There are no other enemies in the area.
There are no shooters. So no ammo to be lowered.




++++++++++++++++++++++++++++++++++++++
Battle #1
Blue Player (on-turn; cbt)Green Player (off-turn; def)
Piker#1B
Combat:: 1 ... Defense: 1
Hits:::: 4/4 . Move:::: 6
Damage:: 1 ... Evasion: 6
Weapon:: spear {long/ 5'(5)}
Special: Promotion
Piker#1G
Combat:: 1 ... Defense: 1
Hits:::: 4/4 . Move:::: 6
Damage:: 1 ... Evasion: 6
Weapon:: spear {long/ 5'(5)}
Special: Promotion

1. Select Units
Blue (on-turn): Piker#1B.
Green (off-turn): Piker#1G.

2. Situational State
Blue:
Spotted
Green: Spotted
Both groups are spotted. Therefore, the prepared options will be chosen for steps 6 and 7.

3. Determine initiative
  1. Check Evasion:
    1. Piker#1B has 6 evasion and 6 move. Total: 6
    2. Piker#1G has 6 evasion and 6 move. Total: 6
  2. Neither has higher evasion.
    1. Tiebreaker: Roll 1d10. Blue wins if odd. Green wins if even.
    2. Roll is 7.
  3. Result: Blue wins (initiative round skipped).
4. Determine Pairings:
No scouts, use random pairings.
  1. First choice: Blue pairs Piker with Piker.
    1. Piker#1B vs Piker#1G
  2. Pairings complete.
No InitiativeNo initiative
Piker#1B hits= 4/4 Piker#1G hits= 3/4

5. Skirmish Combat
Prepared: Melee: N/A; Shooter: S/M/L attack 1/2/3 times; compare stats; hit if 2+; glance if -1 to +1 (unarmoured = min); miss otherwise.
Both sides are melee, so no skirmish combat is possible.

6. Initiative Round
Prepared: Side with initiative attacks. Compare stats; hit if 2+; glance if -1 to +1 (unarmoured = min); miss otherwise.
Neither side won initiative. Skip round.

7. Begin Battle Bout.
  • First quick combat is Piker#1B vs Piker#1G
  • Each player rolls 1d10.
    • Blue adds combat stat to roll (+1).
    • Green adds defense stat to roll (+1).
  • Blue rolls 5 (total: 6); Green rolls 2 (total: 3)
  • Blue wins by +3, so use the 1-3 win result
    • 1-3 result is winner does normal damage every round; loser does so every second round, starting on round 1.
  • Starting : 4/4; 4/4
    • Round 1: 3/4; 3/4
    • Round 2: 3/4; 2/4
    • Round 3: 2/4; 1/4
    • Round 4: 2/4; 0/4
  • Piker#1B = 2/4 hits; Piker#1G = dead.
Piker#1 hits= 2/4Piker#2 hits= 0/4

8. Continue Combat
All opposing units are dead. There is no continuation.

9. Conclusion

BLUE WINS!

There are no other enemies in the area.
There are no shooters. So no ammo to be lowered.


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Battle #2

1. Select Units

Blue Player (on-turn; cbt)Green Player (off-turn; def)
Stabber#1B & Stabber#2B
Combat:: 2 ... Defense: 2
Hits:::: 4/4 . Move:::: 6
Damage:: 1 ... Evasion: 7
Weapon: sword {middle/ 5'(4)}
Special: Promotion, Adv. Init.
Piker#1G & Piker#2G
Combat:: 1 ... Defense: 1
Hits:::: 4/4 . Move:::: 6
Damage:: 1 ... Evasion: 6
Weapon:: spear {long/ 5'(5)}
Special: Promotion
Blue (on-turn): Stabber#1B & 2B.
Green (off-turn): Piker#1G & 2G.

2. Situational State
Blue
and Green were both hidden. Therefore, the surprised will be chosen for steps 6 and 7.

3. Determine initiative
  1. Check Evasion:
    1. =Stabber has 7 evasion and 6 move. Total: 7
    2. =Crossbower has 6 evasion and 6 move. Total: 6
  2. Stabbers have higher evasion.
    1. Tiebreaker: N/A
  3. Result: Blue wins initiative.
4. Determine Pairings:
No scouts, use random pairings.
  1. First choice: Blue pairs Stabbers with Pikers.
    1. Stabber#1B vs Piker#1G
    2. Stabber#2B vs Piker#2G
  2. Pairings complete.
Initiative (combat)No Initiative (defense)
Stabber#1B .... hits= 4/4Piker#1G .... hits= 4/4
Stabber#2B .... hits= 4/4 Piker#2G .... hits= 4/4

5. Skirmish Combat
Surprised: All units without 'advanced initiative', or the appropriate terrain specialization, are stunned (no movement, attack, or shield use).
  1. Stabbers have adv. Initiative. Pikers do not.
  2. Stabber's combat is 2; piker's defense is 1-1(stunned)=0; hits (2+ higher); 1 damage each.

Initiative (combat)No Initiative (defense)
Stabber#1B .... hits= 4/4 Piker#1G .... hits= 3/4
Stabber#2B .... hits= 4/4 Piker#2G .... hits= 3/4

6. Initiative Round
Surprised: Only side with initiative can attack. Units are no longer stunned.
  1. Stabbers won Initiative.
    1. Stabber's combat is 2; piker's defense is 1; glancing blow (within -1 to +1); 0.5 damage each.
Initiative (combat)No Initiative (defense)
Stabber#1B .... hits= 4/4 Piker#1G .... hits= 2.5/4
Stabber#2B .... hits= 4/4 Piker#2G .... hits= 2.5/4

7. Begin Battle Bout:
Resolve the first pairing.
  • First quick combat is Piker#1B vs Piker#1G
  • Each player rolls 1d10.
    • Blue adds combat stat to roll (+2).
    • Green adds defense stat to roll (+1).
  • Blue rolls 5 (total: 7); Green rolls 2 (total: 3)
  • Blue wins by +4, so use the 4-6 win result
    • 4-6 result is winner does normal damage every round; loser does so every second round, starting on round 2.
  • Starting : 4/4; 2.5/4
    • Round 1: 4/4; 1.5/4
    • Round 2: 3/4; 0.5/4
    • Round 3: 3/4; -0.5/4
  • Stabber#1B = 3/4 hits; Piker#1G = dead.
Resolve the second pairing.
  • Second quick combat is Piker#2B vs Piker#2G
  • Each player rolls 1d10.
    • Blue adds combat stat to roll (+2).
    • Green adds defense stat to roll (+1).
  • Blue rolls 1 (total: 3); Green rolls 9 (total: 10)
  • Blue wins by +7, so use the 7-9 win result
    • 7-9 result is winner does normal damage every round; loser does so every second round, starting on round 3.
  • Starting : 4/4; 2.5/4
    • Round 1: 3/4; 2.5/4
    • Round 2: 2/4; 2.5/4
    • Round 3: 1/4; 1.5/4
    • Round 4: 0/4; 1.5/4
  • Stabber#1B = dead; Piker#1G = 1.5/4.
Initiative (combat)No Initiative (defense)
Stabber#1B .... hits= 3/4 Piker#1G .... hits= -0.5/4
Stabber#2B .... hits= 0/4 Piker#2G .... hits= 1.5/4


8. Continue Combat:
There is only one unit left on each side, therefore stabber#1B is auto-paired with piker#2G.

Resolve the first pairing.
  • First continued combat is Piker#1B vs Piker#2G
  • Each player rolls 1d10.
  • Blue adds combat stat to roll (+2). Green adds defense stat to roll (+1).
  • Blue rolls 3 (total: 5); Green rolls 4 (total: 5)
  • Even numbers. Use the draw result.
    • If draw result, every second round counts as a draw (armoured units take no damage).
  • Starting : 3/4; 1.5/4
    • Round 1: 2/4; 0.5/4
    • Round 2: 2/4; 0.5/4 (draw; no dmg)
    • Round 3: 1/4; 0.0/4
  • Stabber#1B = 1/4 hits; Piker#1G = dead.

Initiative (combat)No Initiative (defense)
Stabber#1B hits= 1/4 Piker#2G hits= 0/4

9. Conclusion
BLUE WINS!

There are no other enemies in the area.
There are no shooters. So no ammo to be lowered.


++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Battle #3

1. Select Units

Blue Player (on-turn; cbt)Green Player (off-turn; def)
Tosser#1B & #2B
Combat:: 0 ... Defense: 2
Hits:::: 4/4 . Move:::: 6
Damage:: 1 ... Evasion: 5
Weapon:: Stones||short||3/3
Trait::: Protect; shielded
Special: Promotion
Archer#1G & #2G
Combat:: 1 .. Defense: 1
Hits:::: 4/4 . Move:::: 6
Damage:: 1 ... Evasion: 6
Weapon: bow||middle||3/3

Trait::: N/A
Special: Promotion
Crossbower#1G
Combat:: 2 .. Defense: 1
Hits:::: 3/3 . Move:::: 6
Damage:: 1 ... Evasion: 6
Weapon:: crossbow||long||2/2
Trait::: striker
Special: Promotion
Blue (on-turn): Tosser#1B&2B.
Green (off-turn): Crossbower#1G,2G; Archer#1G.

2. Situational State:
Blue: spotted
Green: spotted
Use the prepared option for steps 5&6.

3. Determine initiative:
  1. Check Evasion:
    1. =Tosser has 5 evasion and 6 move. Total: 5
    2. =Archer/Crossbower has 6 evasion and 6 move. Total: 6
  2. =Archer/Crossbower has higher evasion.
    1. Tiebreaker: N/A
  3. Result: =Green wins with initiative.
4. Determine Pairings:
No scouts, use random pairings.

  1. First choice: =Green pairs =Archers with =Tossers.
    1. =Archer#1G vs =Tosser#1B
    2. =Archer#2G vs =Tosser#2B
  2. Initial pairings complete. One crossbower leftover. New round of pairing.
  3. First choice: =Blue pairs =Crossbowers with =Tossers.
    1. =Crossbower#1G vs =Tosser#1B.
  4. Pairings complete.
No Initiative (on-turn; Combat)No initiative (off-turn; Defense)
Tosser#1B... hits= 4/4 Archer#1G... hits= 4/4
Crossbower#1G... hits 3/3
Tosser#2B... hits= 4/4 Archer#2G... hits= 4/4

5. Skirmish rounds:
Prepared: Melee: N/A; S/M/L shooters attack 1/2/3 times; compare stats; hit if 2+; glance if -1 to +1 (unarmoured = min); miss otherwise.

  1. Long range round:
    1. Tosser's combat is 0+2 (shielded)=2; Crossbower's defense is 1.
    2. Crossbower#1G glances Tosser#1B, doing 0.5 points of damage (3.5/4).
  2. Mid-range round:
    1. Tosser#1B combat is 0+2 (shielded)-1 (outnumbered)=2; Crossbower/Archer's defense is 1.
      1. Tosser#1B is glanced twice, doing 0.5*2=1 point of damage (2.5/4).
    2. Tosser#2B combat is 0+2 (shielded)=2; Archer's defense is 1.
      1. Tosser#2B is glanced, doing 0.5 points of damage (3.5/4).
  3. Short range round:
    1. Tosser#1B combat is 0+0 (attacking; no shield bonus) -1 (outnumbered)=-1; Crossbower/Archer's defense is 1.
      1. Tosser#1B is hit twice, doing 1+1=2 point of damage (0.5/4).
      2. Archer#1G dodges. No damage.
    2. Tosser#2B combat is 0; Archer's defense is 1.
      1. Tosser#2B is glanced, -0.5 dmg (3.0/4).
      2. Archer#2G is glanced. -0.5 dmg (3.5/4).
No Initiative (on-turn; Combat)No initiative (off-turn; Defense)
Tosser#1B ... hits= 0.5/4 Archer#1G ... hits 4/4
Crossbower1G ... hits= 3/3
Tosser#2B ... hits= 3/4 Archer#2G ... hits= 3.5/4

6. Initiative round (skip if tiebreaker used):

No unpaired units.
Prepared: Side with initiative attacks. Compare stats; hit if 2+; glance if -1 to +1 (unarmoured = min); miss otherwise.
=Green won initiative.

Initiative round:
  1. Tosser#1B combat is 0+2 (shielded) -1 (outnumbered)=-1; Crossbower/Archer's defense is 1.
    1. Tosser#1B is glanced twice, doing 0.5+0.5=1 point of damage (-0.5/4). DEAD
  2. Tosser#2B combat is 0+2 (shielded)=2; Archer's defense is 1.
    1. Tosser#2B is glanced, -0.5 dmg (2.5/4).
No Initiative (on-turn; Combat)No initiative (off-turn; Defense)
Tosser#1B ... hits= -0.5/4 Archer#1G... hits 3/4
Crossbower#1G... hits 3/3
Tosser#2B ... hits= 2.5/4
Archer#2G... hits 3/4

7. Begin Battle Bout:

Archer#1G and Crossbower#1G are unpaired. Only target is Tosser#2B.

Resolve the pairing.
  • First quick combat is Tosser#1B vs Archer#2G. Archer#1G and Crossbower#1G are secondary parings, and auto-hit every second round.
  • Tosser#2 combat is 0-2 (outnumbered 1vs3)= -2. Negative stats auto-lose for battle rolls.
  • Blue results are Use the -10 result.
    • Roll save vs crit (5 DC); if success, then count as -7 result.
  • Save vs Crit Roll: 5
    • Failed saving throw. Croaks.
  • Tosser#2G = dead.

No Initiative (on-turn; Combat)No initiative (off-turn; Defense)
Tosser#1B ... hits= -0.5/4
Tosser#2B ... hits= crit/4 Archer#2G... hits 3/4
Archer#1G... hits 3/4
Crossbower#1G... hits 3/3

8. Continue Combat:

N/A

9. Conclusion:
=Green WINS!
Lower ammo by 1.
There are no other enemies in the area.

Recover ammo; regain 0.5 ammo.


13. Advanced Rules

I deleted the advanced rules, so this part should probably be deleted. Instead, I'm just listing the sections that specically related to quick battles, for now.

Input
Chapter 1.0 Stats/Classes
Chapter 6.1 Stat Traits
Chapter 6.2 Specials
Chapter 10.0 Turn Order (all of chapter 10)
Chapter 11 Template Tests




 
Last edited:
Chapter 2- version 4.0
Back to Top: Toma RPG
.
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Chapter 02- Toma RPG: Advanced Infantry

In addition to the basic infantry units, your kingdom also has stronger, more advanced, soldiers that are willing to serve.​


1.0 Stats/Classes

New Stats
  1. Race (rce):
    1. The broader classification of class. While all classes have a race, not all races have a class. Among the races of Erfworld, humans boast the most diverse array of classes, contributing to their dominance.
  2. Rank (rnk):
    1. A measure of power ranging from 1 to 4. Higher ranked units tend to be stronger, with superior specials, compared to lower ranks. Each Side possesses a minimum of six ranks worth of unique units, alongside standard troops like stabbers and knights.
      • Rank multiplies a unit's base upkeep (see Chapter 5). A rank of 2-4 multiplies a unit's base upkeep by 2-4 times.
      • Cities must be of a level equal to the unit's rank before it can be popped in that location (see chapter 6).
    2. Each rank above the minimum grants access to an additional 2 specials.
  3. Size (sze):
    1. An absolute measure of a unit's physicality, determining many of its natural abilities.
    2. A size rating system from 1 to 7 is used to determine special rules when units of different sizes engage in combat.
Classes
The advanced infantry consists of seven classes collectively known as the knight class. These units possess significantly higher stats than basic infantry and are one size larger than them (basic infantry are small-sized units). Each knight class includes the following features:
  • Scout and Advanced Initiative specials.
  • A unique third special tailored to counter various opponents.

Unit's Class
Trait
Special​
Race
-NEW-
Rank
-NEW-
Size
-NEW-
Combat
Defense
Damage​
Move
Hits
Evasion​
Weapon
Style
Range​
Specifics:
Reach/Ammo​
1. Ninja
Tr
: N/A​
Spl: Adv. Initiative, scout,
Smoke Bomb
Rce: HumanRnk: 1Sze: Med (4)Cbt: 4
Def: 4
Dmg: 2
Mv: 8
Hp: 6
Evn: 7
Wpn: Shuriken
Sty: projectile
Rng: short
*1-handed wpn.
Spc: 3/3
2. Keshik
Tr
: N/A
Spl: Adv. Initiative, scout,
Size Mastery vs +1/0/-1
Rce: HumanRnk: 1Sze: Med (4)Cbt: 4
Def: 4
Dmg: 2
Mv: 8
Hp: 6
Evn: 7
Wpn: Bow
Sty: projectile
Rng: middle
*2-handed wpn.
Spc: 3/3
3. Knight
Tr
: N/A
Spl: Adv. Initiative, scout,
Size Mastery vs 0/-1/-2
Rce: HumanRnk: 1Sze: Med(4)Cbt: 4
Def: 4
Dmg: 2
Mv: 8
Hp: 6
Evn: 7
Wpn: Sword
Sty: melee
Rng: middle
*1-handed wpn.
Spc: 5' (5)
4. Explorer (unarmoured)
Tr: Quick (+1 mv; -1 def)
Spl: Adv. Initiative, scout,
Terrain Ignore
Rce: HumanRnk: 1Sze: Med (4)Cbt: 4
Def: 3
Dmg: 2
Mv: 9
Hp: 6
Evn: 8
Wpn: Knife
Sty: melee
Rng: short
*1-handed wpn.
Spc: 5' (4)
5. Guardian (shielded)
Tr: Protect (+1 def; -1 cbt)
Spl: Adv. Initiative, scout,
Block
Rce: HumanRnk: 1Sze: Med (4)Cbt: 3
Def: 5
Dmg: 2
Mv: 8
Hp: 6
Evn: 6
Wpn: Sword
Sty: melee
Rng: middle
*1-handed wpn.
Spc: 5' (5)
6. Arbalist
Tr
: Striker (+1 cbt; -1 hp)
Spl: Adv. Initiative, scout,
Anti-Air
Rce: HumanRnk: 1Sze: Med (4)Cbt: 5
Def: 4
Dmg: 2
Mv: 8
Hp: 5
Evn: 7
Wpn: Crossbow
Sty: projectile
Rng: long
*2-handed wpn.
Spc: 2/2
7. Lancer
Tr
: Sturdy (+1 hp; -1 mv)
Spl: Adv. Initiative, scout,
Size Mastery vs 0/+1/+2
Rce: HumanRnk: 1Sze: Med (4)Cbt: 4
Def: 4
Dmg: 2
Mv: 7
Hp: 7
Evn: 7
Wpn: Spear
Sty: melee
Rng: long
*2-handed wpn.
Spc: 10' (6)
  1. Ninja:
    1. Short-range shooters wielding 1-handed weapons; 3 ammo. Promoted from tosser.
    2. Tossers require closer proximity to attack. Fires once before melee, when prepared.
    3. Special (smoke bomb): Hits deal minimum blows. If target is a swarm, auto-croaks entire swarm. Can use bomb on self to auto-succeed retreat attempts (still must roll for chase).
  2. Keshik:
    1. Mid-range shooters wielding 2-handed weapons; 3 ammo. Promoted from archer.
    2. Keshiks can attack most visible targets in the area. Fires twice before melee, when prepared.
    3. Special (size mastery +1/0/-1): Grants a battle bonus vs targets within 1 size.
  3. Knight:
    1. Mid-range melees wielding 1-handed weapons. Promoted from stabber.
    2. Mid-range melees excel at utilizing the cleave ability vs smaller units. See Section 2.2.
    3. Special (size mastery 0/-1/-2): Grants a battle bonus vs same sized and smaller targets.
  4. Explorer:
    1. Short-range melees wielding 1-handed weapons. Promoted from scout.
    2. Highest move among standard infantry. Excels at wilderness scouting.
    3. Trait: Quick.
    4. Special (terrain ignore): Reduces penalties over rough terrain.
  5. Guardian:
    1. Mid-range melees wielding 1-handed weapons and a shield. Promoted from stabber.
    2. Proficient in shield use; +2 when defending (only).
    3. Trait: Protect.
    4. Special (block): Automatically blocks one successful projectile hit per round.
  6. Arbalest:
    1. Long-range shooters wielding 2-handed weapons; 3 ammo. Promoted from crossbower.
    2. Long reach shooters
      1. Can attack any visible unit, including fliers in the top sky zone. Fires three times before melee, if prepared.
      2. Incurs a -1 penalty to battle stats when attacked by an armed ground melee.
      3. Has a lower maximum ammo when compared to other shooters.
    3. Trait: Striker.
    4. Special (anti-air): Grants a battle bonus against flyer targets within 2 size categories. Ignore armed melee penalty vs melee fliers.
  7. Lancer:
    1. Long-range melees wielding 2-handed weapons. Promoted from piker.
    2. Lancer's extended reach allows non-adjacent targets to be attacked.
    3. Trait: Sturdy.
    4. Special (size mastery 0/+1/+2): Grants a battle bonus vs same sized and larger targets.


2.0 Size

Size serves as a fundamental indicator of a unit's stats. Increasing size generally enhances various attributes, with hits and damage experiencing especially significant boosts. Changes are outlined below.

Traits (tr)
Two new traits, inherent to tiny and larger sizes, respectively, augment the existing basic trait. Refer to section 9.0 for comprehensive details.
  • Trait: Swarm
    • Exclusive to tiny-sized units, showcasing minimal individual strength but high cohesion.
    • Units that are 3 sizes smaller than an opponent must become swarms to fight back effectively
  • Trait: Basic
    • Already available for small-sized units. Now introducing a basic variant for large units, termed basic heavies.
    • Basic heavies, while cost-effective against basic infantry, possess weaker battle capabilities compared to standard units, albeit less so than basic infantry.
  • Trait: Heavy
    • Applied to large, huge, and immense units, offering superiority in various aspects, while still vulnerable to overwhelming numbers.
    • Heavies enjoy a damage reduction (DR) of 2.
Damage Reduction (DR)
A feature within the heavy trait, DR lessens total inflicted damage per round by the specified amount, applying to cumulative or single-source damage. DR mitigates damage before any multiplicative or divisive factors, such as bonus damage multiplier gained from battle stat bonuses, or the half-damage penalty applied to basic units versus heavies.

Example: A basic heavy attacks a heavy. Basic heavies do a base damage of 4, which is halved due to basic units doing half damage against heavies. However, before damage is halved, DR is looked at first. Large heavies have a DR of 2, so it's (4-2)/2=1 damage. First is the damage, then reduce DR, then halve the remaining damage. When the regular heavy attacks the basic heavy, there is no penalty or bonus, so it's simply 4 damage minus 2 DR for a total of 2.

Size Categories
There are the 7 main size categories.

Size
Traits
{Damage Reduction}​
Ranks
(full range)​
Combat/Defense
{Damage}​
Move​
Hits​
Evasion​
Specifics:
Short Reach​
Tiny (1)
Tr
: Swarm​
Rnk: 1Cbt/Def: 1
{0.5 dmg}
Mv: 2Hp: 1/1
(0 )
Evn: 9Spc: 5' (1)
Petite (2)
Tr
: N/A
Rnk: 1Cbt/Def: 2
{1 dmg}
Mv: 4Hp: 2/2
(-1)
Evn: 8Spc: 5' (2)
Small (3)
Tr
: N/A
Rnk: 1-2Cbt/Def: 3
{1 dmg}
Mv: 6Hp: 4/4
(-1)
Evn: 7Spc: 5' (3)
Medium (4)
Tr
: N/A
Rnk: 1-3Cbt/Def: 4
{2 dmg}
Mv: 8Hp: 6/6
(-2)
Evn: 6Spc: 5' (4)
Large (5)
Tr
: Heavy {2 DR}
Rnk: 2-4Cbt/Def: 6
{4 dmg}
Mv: 10Hp: 12/12
(-4)
Evn: 5Spc: 5' (5)
Huge (6)
Tr
: Heavy {2 DR}
Rnk: 3-4Cbt/Def: 7
{6 dmg}
Mv: 8Hp: 24/24
(-6)
Evn: 3Spc: 10' (6)
Immense (7)
Tr
: Heavy {4 DR}
Rnk: 4Cbt/Def: 8
{8 dmg}
Mv: 6Hp: 48/48
(-8)
Evn: 2Spc: 15' (7)
----------​
-----------​
-------------------------------------------------
Small (3)
Tr
: Basic
Rnk: 1Cbt/Def: 1
{1 dmg}
Mv: 6Hp: 4/4
(0)
Evn: 6Spc: 5' (3)
Large (5)
Tr
: Basic Heavy {2 DR}
Rnk: 1Cbt/Def: 5
{4 dmg}
Mv: 10Hp: 12/12
(0)
Evn: 4Spc: 5' (5)
  • Tiny (1):
    • Rat-sized units, average weight of 1.25 lb (*64 group= 80 lbs).
    • No stat traits allowed.
    • Base damage less than 1 (need 1 dmg to crit). Croaks at 0 hits.
    • All tiny units have the swarm trait.
  • Petite (2):
    • Cat-sized units, average weight of 10 lb (*32 group=320 lbs).
    • Critically incapacitated at 0 hits. Croaks at -1 hit.
  • Small (3):
    • Chimpanzee-sized units, average weight of 40 lb (*16 group= 640 lbs).
    • Critically incapacitated at 0 hits. Croaks at -1 hit.
  • Medium (4):
    • Human-sized units, average weight of 160 lb (*8 group= 1280 lbs).
    • Critically incapacitated at 0 hits. Croaks at -2 hits.
  • Large (5):
    • Moose-sized units, average weight 1 ton, or 2000 lb (*2 group= 2 tons).
    • Critically incapacitated at 0 hits. Croaks at -4 hits.
    • All large units have the heavy trait. DR: 2
  • Huge (6):
    • Asian elephant-sized units, average weight of 4 tons, or 8k lb (*1 group= 4 tons).
    • Critically incapacitated at 0 hits. Croaks at -6 hits.
    • All huge units have the heavy trait. DR: 2
  • Immense (7):
    • Whale shark-sized units, average weight of 20 tons, or 40k lb (*1 group= 20 tons).
    • Critically incapacitated at 0 hits. Croaks at -8 hits.
    • All immense units have the heavy trait. DR: 4
  • Unlisted Sizes:
    • Negligible (0): Reserved for insect-sized units, treated as hazards rather than combatants.
    • Titanic (8): Mythical size up to 200 tons, not considered combatants.

2.1 Size Differential

Size differentials denote the difference in size between units and determine battle outcomes. Each unit size corresponds to a numerical value: Tiny (1), Petite (2), Small (3), Medium (4), Large (5), Huge (6), and Immense (7). To know the size differential, substract the smaller number from the larger.

Special rules for tiny vs small units, see swarm combat.

Example: Stabbers have a size of 3, while knights have a size of 4. 4-3=1. The size differencial is 1.

Regular Combat
  • Unit Size Differential: 0 (pairing: 1 unit; see section 7.0)
    • Damage: Standard damage.
    • Save vs Crit: 3 DC (assumes armoured status; +2 if unarmoured).
    • Outnumbered: Maximum penalties at 4 vs 1 (at 4 vs 1, no damage when rolling a 1 result).
      • Auto-defeat if outnumbered 4 vs 1 at and of round (min 1 melee).
    • Critical-Miss: Apply when outnumbering by 5+ vs 1.
  • Unit Size Differential: 1 (pairing: 2 units)
    • Damage: Larger= standard dmg; Smaller= base dmg increases by +1 (+2 if heavy; +0.5 if tiny)
    • Save vs Crit DC: Larger= 1 DC; Smaller= DC 5
    • Outnumbered: Larger= max penalties at 3 vs 1; Smaller= max attackers is to 3 vs 1.
      • Auto defeat (smaller) if outnumbered 3 vs 1 at end of round (min 1 melee).
    • Critical-Miss: Larger= N/A; Smaller= 5+ vs 1.
  • Unit Size Differential: 2 (pairing: 4 units)
    • Damage: Larger= auto-crits; Smaller= standard dmg
    • Save vs Crit DC: Larger= -1 DC; Smaller= N/A
    • Outnumbered: Larger= max penalties at 3 vs 1; Smaller= max attackers is 2 vs 1.
      • Auto-defeat (smaller) if outnumbered 2 vs 1 at end of round (min 1 melee).
    • Critical-Miss: Larger= N/A; Smaller= 9+ vs 1.

Swarm Combat
When the size differential is 3-4, individual smaller units cannot damage (unless target is incapacitated), or cause outnumbered penalties to larger units. In such cases, smaller units combine to form swarm-units at the start of battle, consisting of 8 units each. If there are fewer than 8 units at the start of combat, swarm-unit gains no benefits from swarming (must still swarm, however).
  • Swarm-Unit Stats
    • Consists of a 8 units that counts as a single unit.
    • Has 8 hits.
    • Base battle stats are increased by +2 (lowest stat in swarm is considered the base).
    • Cannot crit or be critted by enemy units.
    • Specials that activiate upon croaking a unit must croak swarm-unit instead.
  • Unit Size Differential: 3 (pairing: 1 swarm-unit)
    • Damage: Larger= 2 dmg (fixed); Smaller= base dmg increases by +1 (tiny swarms do 2 dmg)
    • Outnumbered: Larger= max penalties at 3 vs 1; Smaller= max attackers is to 3 vs 1.
      • Auto defeat (smaller) if outnumbered 3 vs 1 at end of round (min 1 melee).
    • Critical-Miss: Larger= N/A; Smaller= 5+ vs 1.
  • Unit Size Differential: 4 (pairing: 2 swarm-units)
    • Damage: Larger= auto-crits; Smaller= standard dmg
    • Outnumbered: Larger= max penalties at 3 vs 1; Smaller= max attackers is 2 vs 1.
      • Auto-defeat (smaller) if outnumbered 2 vs 1 at end of round (min 1 melee).
    • Critical-Miss: Larger= N/A; Smaller= 9+ vs 1.

Tiny vs. Small Units:
Tiny units are treated as swarms vs small units, but with the following special rules.
  • Half-Swarm Stats:
    • Consists of 4 units that count as a single unit
      • Individual units still count when counting towards the critical-miss penalty.
    • Base battle stats are increased by +1 (lowest stat in half-swarm is considered the base).
    • Can still crit.
    • If small unit can cleave, +1 damage to half-swarm. No additional roll to hit.
    • Critical-miss rules count each individual unit of a half-swarm (max of 2 half-swarms).
  • Unit Size Differential: 2 (pairing: 1 half-swarm units)
    • Damage: Larger= 1 dmg (fixed; +1 with cleave); Smaller= base dmg increases by +0.5 (1 dmg)
    • Save vs Crit DC: Larger= -1 DC; Smaller= N/A
    • Outnumbered: Larger= max penalties at 2 vs 1; Smaller= max attackers is 2 vs 1.
      • Auto-defeat (smaller) if outnumbered 2 vs 1 at end of round (min 1 melee).
    • Critical-Miss: Larger= N/A; Smaller= 3+ half-swarms vs 1 (or 9+ total tiny units).

Enhanced Swarm Combat
When the size differential is 5-6, swarm-units cannot damage, or cause outnumbered penalties to larger units, unless the target is incapacitated. In such cases, swarm-units combine to form enhanced-swarms at the start of battle, consisting of 16 units each. If there are fewer than 16 units at the start of combat, enhanced swarm-unit gains no benefits from swarming.

At this stage, battle rolls are no longer done. Units do automatic damage. Outnumbered and critical-miss penalties do not apply to them, but can still affect larger allied units, if they are fighting together.
  • Enhanced Swarm Stats
    • 1 hp
    • Cannot deal damage.
    • Specials that activiate upon croaking a unit must croak enhanced-swarm instead.
  • Unit Size Differential: 5 (pairing: 2 enhanced-swarms)
    • Damage: Larger= auto-crits 1 enhanced swarm; Smaller= 1 exhaustion.
      • Exhaustion: Separate from damage; DR does not protect. Disengagement occurs when exhaustion points are equal to the larger unit's current hits.
      • When exhaustion is higher than hits, lower battle/move stats by -1. Exhaustion heals at the start of the next turn.
    • Outnumbered: Larger= standard; Smaller= N/A
    • Critical-Miss: N/A
  • Unit Size Differential: 6 (pairing: 4 enhanced-swarms)
    • Damage: Larger= auto-crits 2 enhanced swarms; Smaller= N/A (cannot damage larger units)
    • Outnumbered: Larger= N/A; Smaller= N/A (cannot cause outnumbered penalties)
    • Critical-Miss: N/A


2.2 Reach Differential

Reach encompasses two key aspects: the length of a melee attack and the reach differential, which compares the reach values of opposing units. Here's how it works:
  • Melee Reach:
    • A reach of 10'+ allows a unit to treat hexes that are not adjacent as being adjacent.
    • Units without a reach of 10'+ are considered adjacent when within 5', and can be attacked.
  • Reach Differential:
    • Subtract the lower reach value from the higher to determine the differential.
Cleave
A melee unit performing a cleave attack can target two separate units within reach. Both targets count as primary pairings. The cleaving unit rolls once, and the target unit with the higher stat total rolls once. The roll results affect all three units. Note that performing a cleave attack does not mitigate penalties for being outnumbered.
  • An armed melee can always use cleave against units with a size differential that is 3 categories lower.
  • When size differential is only 1-2 categories lower, must check reach differential.
    • If reach is 2 points longer, larger unit can use cleave.
    • Reminder: Shooters, non-combatants, and unarmed units lack reach.
  • Long-reach melees, against units with a size differential that is 2 categories lower, must check reach differential.
    • If reach is 4 points longer, or if target has no reach, larger unit can use cleave.
Retreat
When a unit successfully retreats within reach, the reach differential determines the outcome:
  • If opponent's reach is 1 point longer, then he can inflict a minimum blow on a successfully retreating unit.
    • If the retreating unit has no reach, it is auto-hit.
    • Size doesn't affect the ability to be attacked when retreating.


3.0 General Rule Additions

With the introduction of the size stat, certain rules in Chapter 1 require additional considerations.

Capture:
  • Modifiers:
    • When comparing sizes, +1 to the size number if the unit is a heavy (this cancels out if both are heavies).
    • Units with the swarm trait cannot capture larger units.
  • If 3+ sizes larger, auto-capture upon a successful hit, no damage inflicted; must have a free hand to capture.
  • If 3+ sizes smaller, cannot capture.
  • Captive Carrying:
    • If 1 size larger, no move reduction.
    • If 2 sizes larger, no move reduction, and captive can be carried in one hand.
    • If 1 size smaller, unit can drag a captive with move dropped to 1.
    • If 2 sizes smaller, unit cannot move a captive. Cannot pull a captive through the hex border.
  • Prisoners can be guarded by a unit of any size.
Critical Hits:
  • Cannot crit units that are 3+ sizes larger.
  • When damage is listed as auto-critting, no saving throws are done; unit simply croaks.
Critical Incapacitation (aka Terminal Incapacitation)
The most severe form of incapacitation, occurring when hits fall to 0.
  • Units with the basic or swarm trait simply croak instead of being critically incapacitated.
  • Critical incapacitation occurs when a unit's hits reach a maximum of one point less than the inverse of his base damage stat.
    • Example: Medium units, dealing 2 damage, are critically incapacitated at 0/-1 hits (croaks at -2).
  • When critically incapacitated, the unit is immediately knocked unconscious and remains so unless he recovers.
    • Any hit causing 1+ point of damage while critically incapacitated will croak the unit (must overcome DR).
    • The unit will croak at the start of the next turn unless healed by magic; there is no other way to save from this state.
  • The individual causing critical incapacitation receives experience, even if someone else delivers the finishing blow.
    • Experience is not awarded until the unit's death.
Draw Damage Result
  • When there is a size differential of 3+, treat both units as being unarmoured (glancing blow on draw), irrespective of actual status.
Glancing Blow Damage
Glancing blows inflict half base damage without the possibility of critical hits or damage increases when same sized.
  • If within 1 size diffential, treat as same-sized.
    • Exception: If larger, damage less than 1 point does no damage.
  • If 2 size differentials larger, unit deals half base damage instead of auto-critting.
    • Instantly incapacitates target for 10 minutes.
    • If half damage reduces unit to 0 hits or less, unit croaks.
  • If 3 size differentials larger, unit always does set damage; can capture smaller unit without damage on a successful capture roll.
  • If 2+ size differentials smaller, unit cannot do glancing blows, cannot capture.
  • Tiny units cannot perform glancing blows.
Note: Minimum blows remain unchanged, but half damage applies only if base damage is 2+ and is a fixed value with a size differential of 3+.

Stack Bonus:
  • If a warlord is 3+ sizes larger than units being stacked, then the swarm-unit counts as a single unit for the stacking bonus.
Unarmed Fighting:
  • If 2 sizes larger, larger unit does half base damage instead of auto-critting.
    • If the target's hits are lowered to 0 or less, treat as normal damage.
    • If the target's hits are above 0, the hit incapacitates for 10 minutes.
  • If damage is below 1 point, smaller unit does no damage to larger.
  • If 3+ sizes larger, unarmed attacks do the same damage as armed attacks.
  • If 3+ sizes smaller, swarm-units must also be armed or do no damage.
Unarmoured:
  • Being unarmored has no effect if units have a 3+ size differential.
Weaponry:
  • Weapons/Shields/Armour must match the size of the unit they're designed for.
    • Shields that are designed for one sized larger units than the equipper cause the Shield+ status.


4.0 Size Traits and Specials

Given the significance of the swarm/heavy traits for units of specific sizes, it's crucial to understand their roles in unit functionality.

Swarm Trait
While other units may form swarms when the size differential is 3+, only units with this trait can fully utilize natural swarm tactics.
  • Similar to basic units, those with the swarm trait have limitations on the types of specials they can acquire.
  • Swarm units are inherently considered unarmored.
  • Cannot acquire stat traits.
  • Can only fly in the low sky zone.
  • Damage:
    • Base damage is 0 when attacking larger enemies, when not swarming.
    • The first damage bonus always increases the new base to 1 point, allowing damage to larger enemies.
      • Becoming a swarm-unit always has a base damage of 1.
    • Additional bonuses multiply the new base.
    • Total damage inflicted on heavy units at the end of each turn (after subtracting DR) is halved (round fractions down).
  • Critical Hits:
    • If inflicted damage on a larger unit is under 1 point, there is no chance to crit.
  • Hits:
    • Hits cannot be increased. Leveling bonuses (see chapter 4) that increase hits are allocated to movement instead.
  • Tiny Units vs Small Units:
    • Swarm trait causes special exceptions when fighting small units. See Section 2.1.
Heavy Trait
Large, huge, and immense-sized units, collectively known as heavies, inspire fear whenever they enter the battlefield.
  • Heavies have a minimum rank of 2, reflecting their formidable power.
  • They cost double the upkeep compared to normal units of the same rank.
    • Rank 2 knight is $40 upkeep; rank 2 heavy knight is $80 upkeep.
  • Heavies cannot go underground without the underground terrain specialization.
  • Heavies are considered naturally armored, irrespective of whether they wear actual armor or not.
    • Quick trait still renders them unarmored.
  • Damage Reduction is the signature heavy ability, allowing them to absorb far more damage than their total hits would suggest.
Basic Trait (Heavies)
Similar to small-sized infantry, heavies can also possess the basic trait, earning them the title of basic heavies.
  • Standard Large Unit:
    • Combat: 6
    • Defense: 6
    • Hits: 12 (croaks at -4 hits)
    • Move: 10
    • Evasion: 5
    • Damage: 4
    • Specials: 3
    • Terrain Specialization: 1
    • Heavy ability: Siege or mount
    • Saving throw vs crit: 3 DC
    • Rank: 2
    • Upkeep: $80
    • Production rate: 1 (2 days)
  • 'Basic' Penalties:
    • Combat: 5 (-1)
    • Defense: 5 (-1)
    • Hits: 12 (croaks at 0 hits)
    • Evasion: 4 (-1)
    • Specials: 1 (-2)
    • Heavy ability: removed
    • Terrain Specialization: 0 (-1)
    • Saving Throws vs Crits: 5 DC
    • Damage to heavies is halved after overcoming damage reduction.
    • Restrictions: Cannot choose specials that directly affect taken/received damage or the number of attacks per round.
  • 'Basic' Bonuses:
    • Rank: -1
      • 1/2 upkeep due to lowered rank.
      • *2 production due to lowered rank.
  • Unchanged Aspects:
    • Move; damage output; damage reduction.

4.1 Specials

The term "knight" denotes infantry without the basic trait but with the scout special, offering autonomy and strategic advantage. Standard knights also have the Advanced Initiative special, which grants quicker response in battles.

The third special provides strategic flexibility against varied enemies.
  • Size Mastery vs ?/?/?:
    • Grants a 2-point bonus pool for battle stats, usable three times, or a 3-point bonus, usable twice.
    • Must pick different sizes for each bonus.
    • No bonuses if size differential is at 5 or 6.
    • Examples:
      • Keshiks (+1/0/-1) get a +2 bonus vs units that are within within 1 size.
      • Lancers (0/+1/+2) get a +2 bonus vs units that are zero/one/two sizes larger.
      • Knights (0/-1/-2) get a +2 bonus vs units that are zero/one/two sizes smaller.
  • Block (requires protect and shielded traits):
    • Ignore damage from one successful projectile hit per round.
  • Smoke Bomb (must be a shooter):
    • Draws from the same ammo pool as regular projectiles. Costs 1 ammo for the battle when using either/both options.
    • Stun area attack of smoke. See Section 5.0.
    • Disrupts vision and enables auto-retreat at user's position. Can not be attacked that round (can still be pursued).
    • Immune to stun area attacks used by a same sized or smaller unit.
  • Anti-Air:
    • Ignore -1 armed melee penalty and +2 to battle stats vs fliers within 2 size categories.
  • Terrain Ignore:
    • Overcomes up to -1 hex terrain penalties.
    • The 1-move cost of the scout survey ability is treated as a terrain penalty.


5.0 Fighting Moves/ Retreat

Although scouts were introduced in chapter 1, listed battle options were limited to ones that auto-attacking infantry were capable of. Now we deal with advanced options.

Area Attack
Area attacks can be melee or ranged and are classified into three types, with poison/damage being resctricted to higher rank units. There is also a slam attack. See chapter 3.

Characteristics:
  • Skirmish Phase:
    • Replaces regular attack.
    • If projectile, it count as a short range weapon.
    • Ignores stat restrictions; auto-hits all primary pairings.
  • Initiative Phase:
    • Replaces regular attack.
    • Ignores stat restrictions; auto-hits all primary pairings.
  • Battle Bouts:
    • In addition to regular attacks, area attacks deal damage at the start of each bout.
    • Units that are croaked cannot inflict damage that round.
    • Area attacks can hit more enemies than primary pairings; opponents decide which secondary units get hit.
    • After using an area attack, the unit cannot attack again during the first round of a bout.
    • Not effective against larger units.
    • Most effective against swarms; can be used in place of cleave.
    • Units cannot be targeted by two separate area attacks during the same bout.
Attack Types:
  1. Stun (Rank 1):
    • Stuns enemies for the round.
    • Auto-croaks swarm units.
  2. Poison (Rank 2+):
    • Stuns enemies for the round.
    • Requires affected units to roll to save vs. crit (treat as same-sized save).
    • Auto-croaks swarm units.
  3. Damage (Rank 2+):
    • Inflicts glancing blow damage.
    • Auto-croaks swarm units.
Size Differential of Target:
  • Size +1 or larger: No effect.
  • Size 0: Attacks 1 enemy (normal = 1 attack).
  • Size -1: Attacks 2 enemies (cleave = 2 attacks).
  • Size -2: Attacks 4 enemies (cleave = 2 croakings).
  • Size -3: Auto-croaks 1 swarm unit (cleave = 2 attacks).
  • Size -4: Auto-croaks 2 swarm units (cleave = 2 croakings).
  • Size -5: Auto-croaks 2 enhanced swarm units (cleave = 2 auto-croakings).
  • Size -6: Auto-croaks 4 enhanced swarm units (cleave = 4 auto-croakings).
Target Shift
Allows scouts to refocus attacks based on tactical needs.
  • Requirements:
    • Scout special.
  • Skirmish/Initiative phases:
    • Before either phase begins, a scout can refocus his aim from his primary pairing to any opposing unit.
    • After the skirmish ends, the scout reverts to his original primary pairing.
  • Battle Bouts:
    • Before each battle bout begins, a scout can refocus his aim from his primary pairing to a secondary pairing (cannot retarget to scouts).
  • Additional Conditions:
    • Target shift is decided before retreats can be declared or before rolling to attack.
Retreat Rules
  • Requirements:
    • Units cannot close into melee range during the initiative round.
    • Not subject to auto-attack (exempt: scouts/knights, ferals/barbarians, non-combatants).
  • Withdrawer Restrictions:
    • No attacking.
    • Will be auto-hit (minimum blow) by paired melee units with longer reach.
  • Skirmish Conditions:
    • Retreat not permitted.
  • Initiative Conditions:
    • If unable to close to melee range, either or both groups may retreat, which is auto-successful.
    • If neither group retreats, immediate battle bout ensues, with only shooters attacking.
  • Battle Bout Conditions:
    • Unit can declare retreat before each bout begins.
    • Retreat declaration allowed at the start of every battle bout phase.
  • Retreat:
    • Auto-success:
      • If all units of opposing groups also decide to retreat.
      • If unit has appropriate terrain special and opponents do not.
      • If not a primary pairing of opposing units.
    • For each primary pairing, opposing units rolls 1d10 + evasion. If withdrawer's total exceeds all opposing totals, retreat succeeds. After success, inflict one minimum blow for each primary pairing with longer reach.
    • If withdrawer's roll is lower than an opposing roll, retreat fails. Retreater is auto-hit by all units he is paired with (not primary paired) for normal damage. Begin battle bout.
      • Retreater always succeeds on a 10, and fails on a 1.
  • Pursuit:
    • Shooters can fire projectiles at withdrawer, treat as prepared skirmish, starting with short range round. Success after skirmish is finished.
    • Alternatively, opposing units can pursue after a successful retreat. A melee can only pursue one retreating unit.
    • Remainers may intercept pursuers to cover the retreat. Interceptors can halt one pursuer that is 1 size larger. The number of intercepts doubles for each reduced size differential.
    • Each unit rolls 1d10 plus move stat (modified by terrain penalties). Retreater is successful if roll is higher than pursuer.
      • Retreater always succeeds on a 10, and fails on a 1.
      • If pursuer succeeds, start battle bout.
      • If withdrawer succeeds, he can hide or leave the terrain hex.


6.0 Turn order (advanced quick combat)

This is largely the same as before, but with a couple additional details (coloured in blue) due to including size/scout mechanics.

Combat Turn Order:
  1. Select Units:
    1. Choose battle groups, noting on/off-turn status.
  2. Situational State (affects steps 3, 5, 6):
    1. Prepared: Groups are each spotted outside 2 rounds of move.
    2. Surprised: Groups are each hidden within 2 rounds of move.
    3. Ambush: Group is hidden from a spotted group within 2 rounds of move.
  3. Determine Initiative (affects step 6):
    1. Noncombatants: Auto-lose if in a group. If in both groups, tiebreaker.
    2. Sizes: Auto-initiative if entire group is 2 sizes larger (prepared only), or 2 sizes smaller (surprised only).
    3. Compare opposing units with lowest evasion. Check their respective moves. Higher move = +1 evasion bonus.
    4. Higher total evasion wins initiative.
    5. Tiebreaker: Roll 1d10 (odds vs. evens).
  4. Determine Pairings:
    1. Select combat pairs as per "Section 7.1".
  5. Skirmish Rounds:
    1. Prepared (1-3 rounds): Shooters (only) attack; Short/mid/long range shooters fire 1/2/3 times at a single target.
    2. Surprised (1 round): All units stunned, unless posessing stun-negating specials (e.g. adv. initiative).
    3. Ambush (1 round): Hidden group attacks. Spotted group is stunned, no exceptions.
    4. Scouts can target shift before starting fighting rounds for steps 5, 6, and 7.
    5. Target results determined individually. All penalties/bonuses apply (e.g. stunned).
    6. If target stats differ by at least +2/-2 points, attacker misses/hits; otherwise, glancing blow (unarmoured = minimum blow).
  6. Initiative Round (1 round; tiebreaker=skip):
    1. Prepared: Initiative side attacks.
    2. Surprised: Initiative side attacks. Units are no longer stunned.
    3. Ambush: Initiative side attacks. Units are still stunned, unless posessing stun-negating specials (e.g. advanced initiative).
    4. Before fighting, form new combat pairings for unpaired units. Success/Failure determined as in Skirmish rounds.
    5. If units are unable/unwilling to enter melee reach, can retreat before battle rolls. See section 5.0.
  7. First Battle Bout:
    1. Form new pairings for unpaired units.
    2. Scouts can attempt to retreat before battle roll. See Chapter 3, section 5.0.
    3. Roll 1d10 for highest statted opposing primaries, applying modifiers (auto-damage if size differential is 5+).
    4. Winner: Hits every round.
    5. Loser: Hits every other round, starting based on the degree of loss.
      1. Draw (0): Rounds 2, 4, 6... armoured= no damage; unarmoured (or if size differential is 3-4)= glancing blows.
      2. Loss by 1 to 3: Rounds 1, 3, 5...
      3. Loss by 4 to 6: Rounds 2, 4, 6...
      4. Loss by 7+: Rounds 3, 5, 7...
      5. Loss by 10+: Additional saving throw vs crit at start of round 1 (negative stats also cause this).
    6. Secondary Pairings: If all secondaries are smaller, auto-hit for full damage every odd round, otherwise every even round.
    7. Bout ends when one unit is croaked (with no units incapacitated).
  8. New Bout:
    1. Form new pairings for unpaired units, and repeat step 7, until all units from one player are defeated.
  9. Conclusion:
    1. Declare battle winner.
    2. Winning units gain experience points (see chapter 5).
    3. Adjust ammo stat (-1) after the battle.
    4. Check for other potential enemies. If none, units can recover 0.5 ammo.


7.0 Target Selection

In chapter 01, you were given a simplified varient of pairing units. This is a more complete version, which factors in relative size, and the scout special.

When doing a round of pairing, a unit be paired multiple times to form a complete pairing, depending on the differential in sizes.
Sizes are as follows. Tiny (1), petite (2), small (3), medium (4), large (5), huge (6), and immense (7).
  • The differential results in the following, when pairing units:
    • 0 differential = 1 unit vs 1 unit
    • 1 differential = 1 unit vs 2 units
    • 2 differentials=1 unit vs 4 units
    • 3 differentials=1 unit vs 1 swarm-unit
    • 4 differentials=1 unit vs 2 swarm-units
    • 5 differentials=1 unit vs 4 swarm-units
    • 6 differentials=1 unit vs 8 swarm-units
Random Size Selection Examples
A large (5) unit vs medium (4), and small (3), units. The differentials mean that a large unit is matched up with up to 2 medium units during a single pairing round to form a complete pairing, or is matched with up to 4 small units. Alternatively, the large unit could be matched with 1 medium unit and 2 small units.

A large (5) unit vs petite (2), and small (3), units mean that the large unit can be matched up with a single swarm-unit of petite units (which make up 8 seperate units), or four small units, to form a complete pairing.


7.1 Unit Selection
  1. Determine First Selector:
    • Odd Bouts (including skirmish): Initiative/tiebreaker winner selects first.
    • Even Bouts (including initiative): Initiative/tiebreaker loser selects first.
  2. Primary Pairing (Regular/Stunned Units Only):
    • First Selector:
      • Chooses a primary pairing for all units of one class/race from each side.
      • Prioritize same-sized pairings first.
    • Second Selector:
      • Chooses a primary pairing for all units of one class/race from each side.
    • Repeat Alternating Selections:
      • Continue alternating selections until all regular/stunned units of one side have primary pairs.
  3. Scout Pairing (if applicable):
    • First Selector:
      • Pairs all scouts with enemy units, ensuring all enemy units are partially paired first.
    • Second Selector:
      • Pairs remaining scouts under the same rules.
  4. Secondary Pairing:
    • If units remain unpaired, return to Step 2.
    • These become secondary pairings and include previously paired units.
    • The positions of first and second selectors are reversed.
    • Prioritize creating incomplete pairings, fewest pairings, and same-sized pairings, in that order.
    • Treat scouts as regular units.
  5. Finalization:
    • Ensure all units are paired.
    • Resume battle turn order.
Pairing Definitions:
  1. Primary Pairings:
    1. The first chosen pairings for each unit class/race.
    2. Primary pairings are the main combat interactions.
  2. Secondary Pairings:
    1. Pairings in which there is no mutual ability to attack.
    2. Include units that have been previously paired in primary pairings.
  3. Incomplete/Partial Pairings:
    1. An incomplete pairing is when there is a size differential. The total number required doubles for each size differential,
    2. Example: Differential of 3 is 8 units, aka 1 swarm unit.

Blue (won initiative): 1 regular (1b); 1 scout (1b).
Green (lost initiative): 2 regulars (1g&2g); 2 scouts (1g&2g).


  • 1. Determine first selector:
    • This is for prepared skirmish, so Blue is the first selector.
    • No stunned units.
  • 2. Primary Pairing (Regular/Stunned Units Only):
    • a) First Selector (Blue):
      • Pairs regular#1b vs regular#1g.
    • b) Second Selector (Green):
      • N/A
    • c) Repeat Alternating Selections:
      • All regular units of Blue have been paired. Proceed to step 3.
  • 3. Scout Pairing (if applicable):
    • a) First Selector:
      • Blue pairs scout#1b vs scout#1g.
    • b) Second Selector:
      • Green pairs scout#1g vs scout#1b (secondary pairing: 2vs1).
      • Note: Once all of Blue's units are paired, Green's scouts can pair with any enemy unit.
  • 4. Secondary Pairing:
    • Are there remaining unpaired regular units? Yes.
    • Return to step 2. First/Second selector positions are reversed.
  • 2. b) Primary Pairing (all remaining units are treated as regulars)
    • a) First Selector (Green):
      • Pairs regular#2g vs regular#1b (secondary pairing: 2vs1).
      • Note: Must pair regulars with the unit with the least pairings.
    • b) Second Selector (Blue):
      • N/A
    • c) Repeat Alternating Selections:
      • All units have been paired. Proceed to step 5.
  • 5. Finalization:
    • Regular#1b vs regulars#1g&2g
    • Scout#1b vs scouts#1g&2g
  • Return to battle order



7.2 Battle Rules - Quick Combat Modifiers
These modifiers provide a quick reference for combat situations during quick combat with same sized units. Additional notes for differently sized units are in Section 3.0.

  • Ambushing:
    • Cannot be ambushed when unit has appropriate terrain specialization, unless ambusher also has it.
    • EVERY unit in the group must have scout special to ambush.
  • Ammo:
    • When ammo is less than 1, unit must fight unarmed.
  • Capturing:
    • Similar effects to fighting unarmed (stacks with unarmed penalty). Lower battle stats by 1.
    • Infantry can imprison after incapacatating/immobilizing opponent.
  • Crit Save Roll:
    • Swarms cannot crit.
    • When losing a battle roll by 10+, roll 1d10 and roll above DC of 3 (4+ result to succeed).
      • 10 always a success, 1 always a fail.
    • Failing roll means unit is critted.
    • Add +2 DC for the following:
      • Basic trait.
      • Unarmoured trait.
      • 1 size smaller.
    • Substract -2 DC for the following:
      • Sturdy trait (if armoured).
      • 1 size larger (can use twice).
  • Critical-Miss:
    • Critical-miss penalties apply:
      • 5:1 when size differential is 0, 1, 3.
      • 9:1 when size differential is 2, 4.
      • 3:1 half-swarms vs small.
      • No limit if size differential is 5, 6.
    • Critical-misses happen at the end of the first round of a bout (before auto-defeat rule).
    • Every outnumbering unit that was not attacked by enemy rolls save vs crit (treat as if saving from same sized enemy).
    • If any units fail, they are critted. Start a new battle bout.
  • Critical Incapatication:
    • When critically incapacitated, unit will die at the stat of the next turn day), unless healed.
    • Unit immediately dies if another attack does 1+ dmg (must overcome DR).
  • Damage (base):
    • If a 3-4 size differential exists, draw result is treated as unarmoured.
    • +1 (+2 if heavy) dmg if unit is 1 or 3 sizes smaller.
    • Does 1 exhaustion if 5 sizes larger.
    • Does 0 dmg if 6 sizes smaller.
    • Does 2 dmg if 3 sizes larger.
    • Auto-crits if 2, 4, 5, 6 sizes larger.
  • Damage (bonuses; applies after DR):
    • Damage can double with a +6 bonus to a battle stat (triple dmg with +12 bonus).
    • Chief warlord bonus is typically 0 to 3. It applies only to battle stats.
  • Damage (penalties; applies after DR):
    • Basic units do half-damage to the following.
      • Heavies (applies after damage reduction).
      • Same-sized regular units (if dmg is at least 1 point).
  • Non-Combat:
    • Always unarmed/unarmoured.
    • Cannot ever win initiative.
  • Outnumbered:
    • Outnumbered unit attacks his primary pairing (first unit paired with).
    • When 1 vs 2, -1 to battle stats.
    • When 1 vs 3+, -2 to battle stats.
    • When 1 vs 4+, rolling a 1 means no damage is dealt during round 1 of a bout. Even if unit won the roll.
    • Lower stat penalty by 1 if off-turn (ignore, if unit has sturdy trait).
    • Lower stat penalty by 1 if on-turn, and unit has striker trait.
    • Auto-Defeat:
      • When same sized, unit is auto-defeated if still outnumbered 1 vs 4+ (minimum 1 melee) after the first round of a bout.
      • When 1 or 3 sizes smaller, must still be outnumbered 3 (max attacker number) vs 1.
      • When 2 or 4 sizes smaller, must still be outnumbered 2 (max attacker number) vs 1.
  • Projectile vs Melee:
    • -1 battle stats when a long-reach shooter is attcked by an armed melee.
  • Protect Trait:
    • +1 battle stats if only defending (without shield only).
    • Negate -1 battle stat penalty instead, if unit has shield.
  • Reach:
    • An armed melee can attack two smaller units when conditions are met.
      • Minimum 1 size larger, and a positive 2 reach differential.
      • Minimum 3 sizes larger if long reach, or 2 sizes larger if opponent has no reach stat.
    • If opponent decides to retreat, auto-minimum blow with a positive 1 reach differential.
  • Shielded Status:
    • +2 battle stats, if not attacking for the round.
    • -1 battle stats, if unit attacks instead.
      • Negate -1 penalty, if unit has protect trait.
  • Stat Penalties:
    • When a battle stat falls below 0, the unit automatically must save vs crit instead of making a battle roll (-10 result).
    • If both units have battle stats below 0, they skip the battle roll and each take minimum blows.
  • Striker Trait:
    • -1 to battle stats, when only defending.
    • Lower outnumbered penalty by 1 when on-turn.
  • Sturdy Trait:
    • Ignore outnumbered penalty reduction of 1 for being off-turn.
  • Stunned (incapacitation):
    • Can't attack, counter-attack, or move. Can defend (bonuses for defensive fighting apply). Suffers -1 to battle stats.
    • Certain specials allow recovery from being stunned 1 turn earlier. Time can be lowered to 0.
  • Swarm:
    • When 3 sizes smaller, must form a full swarm-unit to do damage or cause penalties to larger unit.
  • Unarmed Status:
    • Can only do glancing blows (0.5 damage).
    • -1 battle stats.
    • No crits.
    • Hits that cause 0 HP incapacitate for 10 minutes before recovering to 1 HP.
      • Another attack during the next turn auto-hits and croaks.
  • Unarmoured Status:
    • Draw result during skirmish/initiative rounds causes unit to suffer glancing blow.
    • During battle bouts, unit takes glancing blows during a draw result every second round.


8.0 Unit Templates

Lancer (Human)
........................................
Level: 1 . EXP:: 0/8
Rank:: 1 . Type: infantry
Terrain: land (rider)

Combat:: 4 .. Defense: 4
Hits::: 7/7 . Move: 7
Evasion: 7 .. Size: Medium (4)

Weapon: lance . Style:: Melee
Range:: long .. Specs:: 10' (6)
Damage: 2 ..... Upkeep: 20$
Pop Rate: 1 (1 day)


Traits:: Humanoid
Special: Size Mastery vs 0/+1/+2,
scout, adv. initiative
N/A (Heavy Knight)
........................................
Level: 1 . EXP:: 0/8
Rank:: 2 . Type: infantry
Terrain: land (forest)

Combat:: 6 .... Defense: 6
Hits::: 12/12 . Move: 10
Evasion: 6 .... Size: Large (5)

Weapon: axe ... Style:: Melee
Range:: middle . Specs:: 10' (6)
Damage: 4 ...... Upkeep: 80$
Pop Rate: 1 (2 days)


Traits:: Humanoid, heavy (2 DR)
Special: Size Mastery vs 0/-1/-2
scout, adv. initiative
Race: Human||Rank: 1
Class: Lancer||Type: Infantry
Size: Medium (4)||Terrain: Ground {Rider}
Wpn: Lance {Sty: Melee||Rng: Long}
Cbt: 4 {Dmg: 2}||Def: 4||Spc: 10' (6)
Hp: 7/7||Mv: 7||Evn: 7||Upk: $20
Lv
: 1 {Exp: 0/8}||Pop: 1 (1 day)
Tr: Humanoid, basic
Spl: Size mastery vs 0/+1/+2, adv. initiative,
scout
Total: 22 stats (Currently Undefined: 7)
Race: hobgobwin||Rank: 2
Class: knight||Type: Infantry
Size: Large (5)||Terrain: Ground {forest}
Wpn: axe {Sty: Melee||Rng: Middle}
Cbt: 6 {Dmg: 4}||Def: 6||Spc: 15' (7)
Hp: 12/12||Mv: 10||Evn: 6||Upk: $80
Lv
: 1 {Exp: 0/8}||Pop: 1 (2 days)
Tr: Humanoid, basic, heavy (2 DR)
Spl: Size Mastery vs 0/-1/-2,adv. initaitive,
scout
Total: 22 stats (Currently Undefined: 7)


9.0 Sample Combats

I will now write down a small battle between infantry.

Battle Template

1. Select Units

Blue Player (on-turn; cbt)Green Player (off-turn; def)
Piker#1B
........................................
Combat:: 1 . Defense: 1
Move:::: 6 . Hits: 4/4
Evasion: 6 . Size: Small (3)

Weapon: Spear . Style:: Melee
Range:: Long .. Specs:: 5' (5)
Damage: 2

Traits::
Special: Promotion
Piker#1G
........................................
Combat:: 1 . Defense: 1
Move:::: 6 . Hits: 4/4
Evasion: 6 . Size: Small (3)

Weapon: Spear . Style:: Melee
Range:: Long .. Specs:: 5' (5)
Damage: 2

Traits::
Special: Promotion
Blue (on-turn): Piker#1B.
Green (off-turn): Piker#1G.

2. Situational State
Blue: spotted/hidden
Green: spotted/hidden
Use the prepared/surprised/ambush option for steps 5&6.

3. Determine initiative:

  1. Auto-Initiative:
    1. If non-combat in opposing group.
    2. If prepared, and 2+ sizes larger.
    3. If suprised, and 2+ sizes smaller.
    4. Otherwise, continue.
  2. Check Evasion:
    1. = has _ evasion and _ move.
    2. = has _ evasion and _ move.
  3. = ==has higher evasion.
    1. Tiebreaker: Roll 1d10. Blue wins if odd. Green wins if even.
    2. Roll is _.
  4. Result: = = wins with/without initiative.
4. Determine Pairings:
Follow rules for unit selection.

  1. = = pairs = = with = =.
    1. = = vs = =.

Pairings complete.
No Initiative (on-turn; Combat)No initiative (off-turn; Defense)
Unit#1B hits= 4/4 Unit#1G hits= 4/4

5. Skirmish rounds:
Prepared: Melee: N/A; S/M/L shooters attack 1/2/3 times; compare stats; hit if 2+; glance if -1 to +1 (unarmoured = min); miss otherwise.
Surprised: All units without stunned negating specials (i.e. advanced initiative), are stunned.
Ambush: Hidden group attacks. Spotted group is stunned.


  • Options: Target shift.
  • Skirmish round (blue attacking):
    1. = combat is ?; = defense is ?. Difference: ? (+2; +1 to -1; -2)
      1. = hits; glances/min; misses =, doing ? points of damage.
  • Skirmish round (green attacking):
    1. = defense is ?; =combat is ?. Difference: ? (+2; +1 to -1; -2)
      1. = hits; glances/min; misses =, doing ? points of damage.

6. Initiative round (tiebreaker = skip):
Prepared: Initiative side attacks. Compare stats; hit if 2+; glance if -1 to +1 (unarmoured = min); miss otherwise.
Surprised: Initiative side attacks. Units are no longer stunned.
Ambush: Initiative side attacks but spotted units, without stun negating specials, are still stunned.

  • Options: Retreat; target shift; form new pairings.
  • Initiative round (blue won initiative):
    1. = combat is ?; = defense is ?. Difference: ? (+2; +1 to -1; -2)
      1. = hits; glances/min; misses =, doing ? points of damage.
    2. combat is ?; = defense is ?. Difference: ? (+2; +1 to -1; -2)
      1. = hits; glances/min; misses =, doing ? points of damage.
  • Initiative round (green won initiative):
    1. = defense is ?; =combat is ?. Difference: ? (+2; +1 to -1; -2)
      1. = hits; glances/min; misses =, doing ? points of damage.
    2. = defense is ?; =combat is ?. Difference: ? (+2; +1 to -1; -2)
      1. = hits; glances/min; misses =, doing ? points of damage.

7. First Battle Bout:
Options: Retreat; target shift; form new pairings.
Resolve the first pairing:

  • First bout is =# vs =#
  • Each player rolls 1d10.
    • Blue adds combat stat to roll (+_).
    • Green adds defense stat to roll (+_).
  • Blue rolls _ (total: _); Green rolls _ (total: _)
  • = = wins by _. Use the _-_ win result (0-0; 1-3; 4-6; 7-9; 10+)
  • Starting : 4/4; 4/4
    • Round 1:

8. New Bout:
Options: Retreat; target shift; form new pairings.
Resolve the first pairing:

  • Bout is = vs =
  • Each player rolls 1d10.
    • Blue adds combat stat to roll (+_).
    • Green adds defense stat to roll (+_).
  • Blue rolls _ (total: _); Green rolls _ (total: _)
  • = = wins by _, so use the _-_ win result (0-0; 1-3; 4-6; 7-9; 10+)
  • Starting : 4/4; 4/4
    • Round 1:

9. Conclusion:
=# vs =# WINS!
Lower ammo (if used).
There are no other enemies in the area.

Restore 1/2 ammo spent (if any).




+++++++++++++++++++++++++++++++++++++++++++++++++
Battle #1

1. Select Units
Blue Player (on-turn; cbt)Green Player (off-turn; def)
Heavy Knight#1B (Heavy Knight)
........................................
Combat:: 6 .... Defense: 6
Hits::: 12/12 . Move: 10
Evasion: 6 .... Size: Large (5)

Weapon: axe ... Style:: Melee
Range:: middle . Specs:: 10' (6)
Damage: 4 ......

Traits:: Humanoid, heavy (2 DR)
Special: Size Mastery vs 0/-1/-2
scout, adv. initiative
Lancer#1G (Human)
........................................
Combat:: 4.. Defense: 4
Hits::: 7/7 . Move: 7
Evasion: 7 .. Size: Small (3)

Weapon: lance . Style:: Melee
Range:: long .. Specs:: 10' (6)
Damage: 2+1(vs large)=3

Traits:: Humanoid, sturdy
Special:
Size Mastery vs 0/+1/+2

scout, adv. initiative
Scout#1G,#2G,#3G,#4G,#5G,#6G,#7G,#8G (Human)
........................................
Combat:: 1.. Defense: 0
Hits::: 4/4 . Move: 9
Evasion: 7 .. Size: Small (3)

Weapon: dagger . Style:: Melee
Range:: short .. Specs:: 5' (3)
Damage: 1-0.5(vs heavy)= 0.5

Traits:: Humanoid, Quick
Special: scout
Blue (on-turn): Knight#1B.
Green (off-turn): Lancer#1G; Scout#1G,#2G,#3G,#4G,#5G,#6G,#7G,#8G

2. Situational State
Blue: spotted
Green: hidden
Use the ambush option for steps 3, 5, & 6.

3. Determine initiative:

  1. Auto-Initiative:
    1. If prepared, and 2+ sizes larger.
    2. If suprised, and 2+ sizes smaller.
    3. Otherwise, continue.
  2. Check Evasion:
    1. =Giant Knight has 6 evasion and 10 move. Total: 7
    2. =Lancer has 7 evasion and 7 move. Total: 7
  3. =Neither has higher evasion.
    1. Tiebreaker: Roll 1d10. Blue wins if odd. Green wins if even.
    2. Roll is 6.
  4. Result: =Green wins without initiative.

4. Determine Pairings:
Follow rules for unit selection.

  1. =Green pairs (primary) =Scouts with =Heavy knight.
    1. =Scout#1G vs =Heavy Knight.
    2. =Scout#2G vs =Heavy Knight.
  2. =Green pairs (secondary) with =Heavy knight.
    1. =Lancer#1G; Scout#3G,#4G,#5G,#6G,#7G vs =Heavy Knight.
    2. =Scout#8G remains unpaired, to avoid critical-miss penalty.
No Initiative (on-turn; Combat)No initiative (off-turn; Defense)
Heavy Knight#1B=12/12Lancer#1G= 7/7
Scout#1G= 4/4
Scout#2G= 4/4
Scout#3G= 4/4
Scout#4G= 4/4
Scout#5G= 4/4
Scout#6G= 4/4
Scout#7G= 4/4
N/AScout#8G= 4/4
.

5. Skirmish rounds:
Ambush: Hidden group attacks. Spotted group is stunned.


  • Skirmish round (green attacking):
    1. =lancer defense is 4+2(size mastery)=6; =heavy combat is 6-2 (outnumber)+2(size Mastery)-1 (stun)=5 Difference: +1
      1. =lancer glances =heavy, doing 3/2=1.5 dmg
Skirmish round (green attacking):
  1. =scout defense is 0; =heavy combat is 4+2-1=5 Difference: -2+2; +1 to -1; -2)
    1. =scouts#1-7 misses =heavy, doing 0 points of damage.

Total damage is 1.5, rounded down to 1, and the 1 damage is absorbed by DR. No damage.
.
No Initiative (on-turn; Combat)No initiative (off-turn; Defense)
Heavy Knight#1B=12/12Lancer#1G= 7/7
Scout#1G= 4/4
Scout#2G= 4/4
Scout#3G= 4/4
Scout#4G= 4/4
Scout#5G= 4/4
Scout#6G= 4/4
Scout#7G= 4/4
N/AScout#8G= 4/4
.
6. Initiative round (tiebreaker = skip):


Tiebreaker. Skip.
.
No Initiative (on-turn; Combat)No initiative (off-turn; Defense)
Heavy Knight#1B=12/12Lancer#1G= 7/7
Scout#1G= 4/4
Scout#2G= 4/4
Scout#3G= 4/4
Scout#4G= 4/4
Scout#5G= 4/4
Scout#6G= 4/4
Scout#7G= 4/4
N/AScout#8G= 4/4
.
7. First Battle Bout:
Options: Retreat (no); target shift (all scouts. Can't) ; form new pairings (no deaths).
Resolve the first pairing:

  • First bout is =Heavy# vs =Scout#
  • Each player rolls 1d10.
    • Blue adds combat stat to roll (+6).
    • Green adds defense stat to roll (+0).
  • Blue rolls 8 (total: 14); Green rolls 1 (total: 1)
  • =Heavy wins by 13. Use the 10+ win result (0-0; 1-3; 4-6; 7-9; 10+)
  • Starting : 4/4; 4/4
    • Auto-crits. No saving throws.
    • Round 1: Knight crits both scouts. Scouts can't attack the first round. Secondaries are all smaller and attack on turn 1.
    • 3 dmg + 2 dmg (5*0.5=2.5 round down) = 5 dmg - 2 dr = 3 dmg to knight
.
No Initiative (on-turn; Combat)No initiative (off-turn; Defense)
Heavy Knight#1B=9/12Lancer#1G= 7/7
Scout#1G= 0/4
Scout#2G= 0/4

Scout#3G= 4/4
Scout#4G= 4/4
Scout#5G= 4/4
Scout#6G= 4/4
Scout#7G= 4/4
N/AScout#8G= 4/4
.
8. New Bout (2nd):
Options: Retreat; target shift; form new pairings.


Blue is the first selector on even bouts. Heavy pairs with Lancer. Lancer/Heavy both have reach of 6. Heavy cannot cleave.
Scout#8G now pairs with the group.

Resolve the first pairing:
  • Bout is =Heavy vs =Lancer
  • Each player rolls 1d10.
    • Blue adds combat stat to roll (+6).
    • Green adds defense stat to roll (+6).
  • Blue rolls 9 (total: 15); Green rolls 6 (total: 12)
  • =Blue wins by 3, so use the 1-3 win result (0-0; 1-3; 4-6; 7-9; 10+)
  • Starting : 9/12; 7/7
    • Round 1: Heavy does 4 dmg. Lancer does 3 dmg. Secondaries do 6/2=3 dmg. Total of 6-2= 4
      • Heavy takes 4 dmg (5/12); Lancer takes 4 dmg (3/7)
    • Round 2: Heavy does 4 dmg. Lancer does not attack this round. Secondaries do not attack on even rounds.
      • Heavy takes 0 dmg. Lancer takes 4 dmg (-1/7).
      • Lancer is dead.
.
No Initiative (on-turn; Combat)No initiative (off-turn; Defense)
Heavy Knight#1B=5/12Lancer#1G= -1/7
Scout#1G= 0/4
Scout#2G= 0/4

Scout#3G= 4/4
Scout#4G= 4/4
Scout#5G= 4/4
Scout#6G= 4/4
Scout#7G=4/4
Scout#8G= 4/4
.
8. New Bout (3rd):
Options: Retreat; target shift; form new pairings.


Green is the first selector on odd bouts. Scout#3&4 pairs with Heavy. Heavy can cleave, so 2 scouts must primary pair with heavy.

Resolve the first pairing:
  • Bout is =Heavy vs =Scouts#3&4
  • Each player rolls 1d10.
    • Blue adds combat stat to roll (+6).
    • Green adds defense stat to roll (+0).
  • Blue rolls 5 (total: 11); Green rolls 4 (total: 4)
  • =Heavy wins by 7, so use the 7-9 win result (0-0; 1-3; 4-6; 7-9; 10+)
  • Starting : 4/4; 4/4
    • Round 1: Heavy Knight auto-crits scouts#3&4. Scouts cannot attack. Secondaries do 4/2=2 dmg -2 DR = 0 dmg
.
No Initiative (on-turn; Combat)No initiative (off-turn; Defense)
Heavy Knight#1B=5/12Lancer#1G= -1/7
Scout#1G= 0/4
Scout#2G= 0/4
Scout#3G= 0/4
Scout#4G= 0/4

Scout#5G= 4/4
Scout#6G= 4/4
Scout#7G=4/4
Scout#8G= 4/4
.
8. New Bout (4th):
Options: Retreat; target shift; form new pairings.


Blue is the first selector on odd bouts. Knight pairs with Scout#5&6. Knight can cleave, so 2 scouts must primary pair with heavy.

RETREAT. Scouts realize ambush failed. Attempt to retreat. Scouts#7&8 are not primary pairings, so they auto-succeed.

Scouts#5&6 must roll to retreat. They each get a roll.

Resolve the Retreat:
  • Retreat is =Heavy vs =Scouts#5&6
  • Each unit rolls 1d10.
    • Blue adds evasion stat to roll (+6).
    • Green adds evasion stat to roll (+7).
  • Blue rolls 6 (total: 12); Green rolls 5&8 (total: 12&15)
  • Scouts wins both rolls, allowing them to retreat. Heavy has a longer reach, and does glancing blow damage on both (-2 dmg on each).
  • Persuit: Heavy can only pursue one scout. Chooses Scout#8G.
  • Each unit rolls 1d10.
    • Heavy adds move stat to roll (+10).
    • Scout#8G adds move stat to roll (+9).
  • Heavy rolls a 9 (total: 19); Green rolls a 10 (total: 19)
  • Normally, a retreat needs to roll higher than the pursuer, but a 10 is always an auto success. All remaining scouts escape.

No Initiative (on-turn; Combat)No initiative (off-turn; Defense)
Heavy Knight#1B=5/12Lancer#1G= -1/7
Scout#1G= 0/4
Scout#2G= 0/4
Scout#3G= 0/4
Scout#4G= 0/4

Scout#5G= 2/4
Scout#6G= 2/4
Scout#7G=4/4
Scout#8G= 4/4
.

9. Conclusion:

=Blue WINS!
Lower ammo (if used). NO AMMO.
There are no other enemies in the area. RETREATED UNITS DO NOT COUNT FOR THIS.

Restore 1/2 ammo spent (if any). NO
Since Lancer wasn't brought down to -2 hits, he counts as critically incapacitated, not croaked. Heavy Knight#1B auto-succeeds as smashing his head in, which croaks.

No Initiative (on-turn; Combat)No initiative (off-turn; Defense)
Heavy Knight#1B=5/12Lancer#1G= -5/7
Scout#1G= 0/4
Scout#2G= 0/4
Scout#3G= 0/4
Scout#4G= 0/4

Scout#5G= 2/4 RETREAT
Scout#6G= 2/4 RETREAT
Scout#7G=4/4 RETREAT
Scout#8G= 4/4 RETREAT
.
 
Last edited:
Chapter 3- version 1.0
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Chapter 03- Toma RPG: Beasts and Fliers

As powerful as infantry are, once they leave the safety of their cities, there is a good chance of difficult times ahead. Random encounters with wildlife is commonplace, and there is no longer such a thing as security for those that find themselves isolated from their allies, because neutral entities can pop into existence at any time, at any place.​


1.0 Stats/Races

New Stats
  1. Type (typ):
    1. There are two seperate types of units. Infantry, and beasts.
    2. When the unit type is changed to beast.
      1. Gain +2 to move.
      2. Restricted to short reach specifics.
      3. Cannot use equipment. Naturally armed/armoured.
      4. Lower intelligence than infantry. Can't talk.
  2. Terrain (ter):
    1. There are two seperate categories of terrain. Ground and sky (fliers).
      1. Note: Water types are a third, and will be detailed with naval combat.
    2. Changes to fliers
      1. If beast, gain +2 move.
      2. If infantry, gain +4 move; restricted to short reach specifics.
      3. Lose -1 battle stats; unarmoured; max ammo of 2/2.
      4. Ignores most terrain penalties. Treats most terrain like roads (see chapter 5).
      5. Does half-damage vs certain ground units
        1. Tiny fliers have their hit points halved instead.
  3. Terrain Specialization (tsp):
    1. Subset of the terrain stat.
    2. Only available to regular ground units (basic/sky units do not get a terrain specialization).
    3. Bonus special must be related to strategic movement.
Races
In human kingdoms, there exists a singular non-human servant.

Unit's Class/Race
Trait
Special​
Type
-NEW-
Terrain
{Terrain Specialization}
-NEW-
Rank
Size​
Combat
Defense
Damage​
Move
Hits
Evasion​
Weapon
Style
Range​
Specifics:
Reach/Ammo​
1. Horse (non-combat)
Tr
: Basic heavy (2 DR)
Spl: Mount
Typ: BeastTer: Land
{TSp: N/A}
Rnk: 1
Sze: Large (5)
Cbt: 4
Def: 4
Dmg: 2
Mv: 12
Hp: 12
Evn: 4
Wpn: Kick
Sty: Melee
Rng: N/A
N/A
  1. Horse:
    • Non-combat unit (auto-loses initiative; always counts as unarmed/unarmoured; not subject to auto-attack).
    • The only standard beast unit in human kingdoms.
    • Primarily used for pulling wagons and siege towers, or as a subpar cavalry unit under a rider.
    • Traits: Basic heavy (-1 to battle stats; half dmg vs heavies)
    • Special: Mount (acquired separately as a regular special since basic heavies do not naturally function as mounts).


2.0 Type

In the first two chapters, all units were infantry, which is considered the default. However, a wide variety of beasts/monsters inhabit the land. When statting out a beast, the following changes are made.

Beast Stat vs Infantry Stats
  • Beasts gain +2 move.
  • Weapons are considered "natural weapons" rather than "equipped weapons," resulting in the following:
    • Beasts are always considered armed and cannot be disarmed.
    • 'Weapon' must be an actual part of the beast's body (e.g., bite, claw, kick).
    • Projectiles are natural shockmancy, and can only be replenished at the start of the next turn.
    • Weapon Reach is always short; mid to long reach is unavailable.
  • Armour cannot be equipped by a beast; this is called "natural armour," leading to the following:
    • Beasts are always considered armoured (or unarmoured if they have the quick trait).
    • Natural armour does not weigh the beast down, allowing them to swim.
General Changes for Beasts
  • Beasts gain the dash ability, allowing them to forgo their attack to take their full move a second time (for light units) or move up to 1/2 their maximum move again (heavy units; round down).
    • Terrain penalties are tripled when dashing (refer to chapter 5.0 for terrain penalties).
  • The dash value can be used instead of move during the following:
    • Determining which unit gets the initiative move bonus.
    • Adding move during the pursuit phase of a retreat.
    • Deciding if an enemy group is within 2 rounds of move.
  • Heavy Beasts gain the mount ability, replacing the heavy infantry siege ability (see section 3.2).
    • Mount allows a beast to carry a certain number of ground units and form a cavalry unit when ridden by an infantry with the rider special.
    • Basic heavies do not have access to the siege/mount ability but they can be chosen separately as normal specials when creating a unit.
  • Can be harvested for food, lowering side morale but less than disbanding units outright.
  • Cannot imprison.
  • Cannot capture units that are the same size or larger.
  • Beasts can gain the evolve special to change class, replacing the infantry promote special.
    • Evolve allows a beast to transform into a new class after a certain number of turns or when the beast's level has sufficiently increased.
  • Beasts cannot think like infantry units or learn language.
    • Beasts cannot gain the scout special and are subject to auto-attack.
    • Have difficulty understanding complex orders and context; simpler commands are more effective.
    • Beast's instinct can override orders; distractions can be used strategically.

2.1 Neutrals (Barbarians & Ferals)
As your army traverses the wilderness, it encounters various threats from units unaffiliated with existing kingdoms. These units are collectively known as neutrals.
  • Barbarians (neutrals):
    • Unaligned infantry (see chapter 04).
  • Ferals (neutrals):
    • Beasts not aligned with any Side. Often hostile or wary of other units.
General Characteristics
  • Neutrals operate from dawn to dusk, distinct from sided units' turns.
    • While on-turn, if strategic move is either full or empty, neutrals use the defense stat, not combat.
    • A neutral can end turn for self at any time during the day, if not currently engaged in battle.
  • Neutrals do not auto-attack, and can choose to retreat, hide, sneak, or ambush other units.
    • Ambushing is their primary attack method; larger units typically hunt smaller ones.
    • Battle pairs are formed randomly; only units with scout can target specific units within a stack.
  • Sufficient food consumption reduces neutral upkeep to $0 for the turn.
Taming Ferals
  • Any unit can prevent a feral attack by feeding it preferred food.
  • Units with scout and rider specials can "tame" ferals through food, turning them into sided units.
  • Ferals can also become friendly, an intermediary between tame and feral.
    • Friendly ferals are not commanded but are responsive and protective, focusing on the unit they are friendly with.
    • Friendliness usually lasts until the start of its next turn. Can be renewed through feeding.
  • Scouts can also tame ferals that their side pops naturally, even without the rider special.


3.0 Terrain

There are two main choices for terrain. Ground terrain is the first, and is considered the default option. The second is sky terrain. Units that take this are known as fliers. Both beasts and infantry can be fliers, although it is more common among beasts.

Fliers are highly maneuverable ambush units. They have total control over battle engagements, while airborne, in comparison to ground units. Fliers also need not worry about being chased after retreating. Many fliers use slam attacks to swoop down, grab onto their prey, and run away.

Flier Infantry Stats vs Ground Infantry Stats
  • Fliers gain +4 move.
  • Fliers are restricted to short reach, equipable, weapons.
  • Heavy fliers do gain the siege heavy ability.
Flier Beast Stats vs Ground Beast Stats
  • Fliers gain +2 move (all fliers have the same move stat).
  • Fliers can no longer dash.
  • Heavy flying mounts have carry capacity halved.
  • Note: Fliers are still restricted to short reach natural weapons (no change).

General Changes for Fliers
  • Fliers gain the ability to fly. This is a powerful ability with a variety of benefits.
    • Can freely engage or disengage from ground units.
    • No penalty for off-road travel, except when underground.
    • Ignores most terrain penalties, except for hills, mountains, and weather.
    • Can stay airbone at at end of turn. Start of turn reduces move by 2.
      • This is a cumulative penalty. The flier's move pool decreases by 2 every turn it remains airborne until it reaches 0.
      • Once the move pool is half of maximum, the flier must land and rest for a night to restore maximum move.
  • To balance these benefits. There are also various penalties.
    • Battle Penalties:
      • -1 to battle stats.
      • Maximum ammo is 2 (not 3).
      • Always unarmoured (can be armoured with sturdy trait).
    • Ability penalties:
      • No Terrain Specialization.
      • May not gain basic trait.
      • Cannot be carried by mounts.
    • Movement penalties:
      • Weather terrain penalties are doubled.
    • Damage/Hit penalties:
      • Heavy fliers do half damage to ground heavies after overcoming damage reduction (exception: basic heavies).
      • Regular fliers do half damage vs regular ground units (exception: basic/tiny units).
      • Swarm fliers take double damage from regular/tiny ground units (exception: basic units).
        • Max damage is still triple damage, no additional damage with a +12 bonus.
  • When the flier's wings (or legs if no wings) are damaged, the flier has to lower its maximum flight altitude by 1.
    • If they are completely severed, then flight is no longer possible.
    • If unable to fly, move is 1/2 normal, and is affected by all terrain penalties.

Size
Traits
{Damage Reduction}
Ranks
(full range)
Type:
Terrain:
Terrain Speciality:
Combat:
Defense:
Damage:
Move:
Hits:
Evasion:
Specifics:
(Short Reach
or Ammo)
Tiny (1)
Tr
: Swarm
Rnk: 1Typ: Beast/Infantry
Ter: Sky
TSp: N/A
Cbt: 0
Def: 0
Dmg: 0.5
Mv: 6
Hp: 1 (0)
Evn: 9
Spc: 5' (1)
or
Spc: 2/2
Petite (2)
Tr
: N/A
Rnk: 1Typ: Beast/Infantry
Ter: Sky
TSp: N/A
Cbt: 1
Def: 1
Dmg: 1
Mv: 8
Hp: 2(0)
Evn: 8
Spc: 5' (2)
or
Spc: 2/2
Small (3)
Tr
: N/A
Rnk: 1-2Typ: Beast/Infantry
Ter: Sky
TSp: N/A
Cbt: 2
Def: 2
Dmg: 1
Mv: 10
Hp: 4(-1)
Evn: 7
Spc: 5' (3)
or
Spc: 2/2
Medium (4)
Tr
: N/A
Rnk: 1-3Typ: Beast/Infantry
Ter: Sky
TSp: N/A
Cbt: 3
Def: 3
Dmg: 2
Mv: 12
Hp: 6(-2)
Evn: 6
Spc: 5' (4)
or
Spc: 2/2
Large (5)
Tr
: Heavy {2 DR}
Rnk: 2-4Typ: Beast/Infantry
Ter: Sky
TSp: N/A
Cbt: 5
Def: 5
Dmg: 4
Mv: 14
Hp: 12(-4)
Evn: 5
Spc: 5' (5)
or
Spc: 2/2
Huge (6)
Tr
: Heavy {2 DR}
Rnk: 3-4Typ: Beast/Infantry
Ter: Sky
TSp: N/A
Cbt: 6
Def: 6
Dmg: 6
Mv: 12
Hp: 24(-6)
Evn: 3
Spc: 10' (6)
or
Spc: 2/2
Immense (7)
Tr
: Heavy {4 DR}
Rnk: 4Typ: Beast/Infantry
Ter: Sky
TSp: N/A
Cbt: 7
Def: 7
Dmg: 8
Mv: 10
Hp: 48(-8)
Evn: 2
Spc: 15' (7)
or
Spc: 2/2
------------------------------------------------------------
Small (3)
Tr
: Basic
N/AN/AN/AN/AN/A
Large (5)
Tr
: Basic Heavy {2 DR}
N/AN/AN/AN/AN/A

Terrain Specialization
Favored terrain specials grant additional movement options when traversing specific types of terrain. Refer to section 5.2 for details.

Since fliers bypass most terrain penalties, ground units gain an extra special ability to aid in their movement across terrain. Any special that enhances mobility through terrain is considered a favored terrain special.

Terrain details are extensively covered in Chapter 05. Generally, city/road hexes incur a movement cost of 1, while underground/trail hexes cost 2 movement points. All other terrains have a minimum movement cost of 3, with additional penalties for certain terrains (which terrain ignore can mitigate). Fliers treat most terrains as road terrain, except for underground, hills, and mountains, granting them exceptional mobility.

Note: Units with full movement can enter any adjacent hex, regardless of terrain penalties. However, this is only allowed if the unit has not moved out of its starting hex for the turn.


3.1 Siege and Mount
Heavies (excluding basic heavies) possess an additional innate ability, which functions as a free special. Assume all heavies have one of these two abilities, unless stated otherwise.

Siege (Heavy Infantry)
Similar to the dig special but more focused, Siege is specifically used for demolishing enemy fortifications. For detailed mechanics, refer to Chapter 6.0 (not yet implemented).

Heavy infantry fliers do not gain the siege ability.

Mount (Heavy Beasts)
When paired with an infantry unit possessing the rider special, a mount and rider form a cavalry unit (see section 3.2).

Mounts can transport a limited number of ground units, following the imprisoned unit mechanic. Carried units forfeit strategic movement, and do not consume movement points, but can only be designated to one mount per day. If the mount is eliminated, all carried units, and the rider, are incapacitated for one round. During quick battles, even if a unit dies (normally ends a bout), rounds continue if there are incapacitated units.

There are four encumbrance levels when carrying units:
  1. Combat Carry: Up to half of the maximum carry weight, no movement penalties, and can engage in combat normally.
  2. Optimum Carry: Movement suffers a terrain penalty of 1 (even on roads), evasion is lowered by 1, unable to attack unless the mount has the Increased Carry special. Flight is limited to the upper sky zone.
  3. Maximum Carry: Movement reduces to 1 per round, evasion is lowered to 1, all remaining move is consumed when entering a hex, unable to attack, and flight is limited to the lower sky zone.
  4. Over Carry: Movement/Evasion becomes 0. Fliers are forced to land.
Mounts have varying carrying capacities. The carry capacity for a mount is the same as a cavalry (rider does not count towards limit).
Unit (as mount or cavalry)Carry Capacity
Ground Infantry
Carry Capacity
Sky Infantry
Tiny: 1.25 lb (128 tny= 1 med)
Petite 10 lb (16 pte= 1 med)
Small 40 lb (4 sml= 1 med)
Medium 160 lb
Carry Capacity: N/ACarry Capacity: N/A
Large: 2000 lb; 1 ton
(1 lrg= 12 med)
Largest Rider: Medium
Combat Carry: 2 med
Optimum Carry: 3 med
Maximum Carry: 4 med
Largest Rider: Medium
Combat Carry: 1 med
Optimum Carry: 1 med + 2 sml
Maximum Carry: 2 med
Huge: 4 tons
(1 hge= 48 med)
Largest Rider: Medium
Combat Carry: 4 med
Optimum Carry: 6 med
Maximum Carry: 8 med
Largest Rider: Medium
Combat Carry: 2 med
Optimum Carry: 3 med
Maximum Carry: 4 med
Immense: 20 tons
(1 ims= 240 med)
Largest Rider: Large*
Combat Carry: 16 (4) med
Optimum Carry: 24 (12) med
Maximum Carry: 32 (20) med
Largest Rider: Medium
Combat Carry: 8 med
Optimum Carry: 12 med
Maximum Carry: 16 med
*If a large rider is used to create a cavalry unit, lower carry limit by 12.

Note: Takes a full combat round to mount/dismount. Both units are considered stunned (adv. initiative negates penalty).


3.2 Cavalry Units
A cavalry combines a rider and mount to form an especially powerful unit.
  • Utilizes the base stats of the mount.
    • Battle stats are increased by 1.
  • Rider does not count towards carry capacity when combined into a cavalry, unless large-sized (lowers carry capacity by 12).
    • Riders can combine with mounts multiple times per day to create different cavalry units.
    • Otherwise, riders count as carried units.
  • When a carried unit dismounts, he retain full move and should be undamaged.
    • Rider takes a full round to dismount. Both rider and mount are stunned while doing so (negated by adv. initative).
  • For stacking purposes, cavalry counts as a single unit, not two.
    • All other carried count as seperate units.
  • All of the rider's normal specials are added to the cavalry unit. Duplicated specials are ignored.
    • Abilities not listed in the specials stat, including traits, are not added.
    • Note: If both units have the same Size Mastery special, choose one bonus (bonuses don't combine).
  • If the rider is exactly 1 size smaller than the mount, the rider's weaponry (style/range/specs) is resized to match the cavalry (mount).
    • Example: A lancer combining with a mount forms a lancer cavalry with long melee reach, not short reach.
  • If either the mount or rider has the non-combat trait, the cavalry unit also becomes a noncombatant (melee unit with no reach).
  • Enemy primary scout units (only) can target carried units instead of the mount (includes primary rider).
    • Lower battle stats by -2 when targeting.
    • Melee attacks within 2 size differentials of the mount; reach must match or exceed mount's reach (ignore restrictions, if flier).
    • When damaging the rider, base damage is lowered to that of the target's base damage.
  • If the cavalry unit is defeated, all carried separates, and are incapacitated, during the next combat round. Can act normally afterward.

Carried Units
Carried units with the rider special can aid the fight.
  • Pairing:
    • None of the carried are counted as seperate parings during the selection process.
    • Only counts towards outnumbering, and critical-miss penalties, if unit joins in on the attack.
  • Attack Restrictions:
    • Must have "Rider" special.
    • Total carry is within mount's 'combat carry' capacity.
    • Projectile range reduced by one category (Short range projectiles cannot attack during shooter-exclusive battle rounds).
    • Melee attacker within 2 size differentials of the mount; reach must match or exceed mount's reach.
    • Some specials may be rescticted while carried.
  • Attack Method:
    • Treated as secondary attackers during battle bouts.
      • Auto-hit every other round.
    • Contribute to outnumbering and critical-miss rules (only if attacking).
  • Protections:
    • Same as the primary rider.


4.0 General Rule Additions

The new stats don't add a lot of new additons to the rules found in chapters 1 and 2.

Incapacitation
  • When the mount is croaked, all carried units, including the rider, are incapacitated for one round.
    • Battle bouts do not end if there are incapacitated units left.
Jailor/Captive Rules
  • If the jailor is riding, or being carried by a mount, the captive is required to ride the same mount as the jailor in order to move through the terrain hex borders with the jailor.
  • Having the captive walk beside the mounted jailor, or on a seperate mount, will not give the same effect.
Retreat
  • When fliers retreat from ground units. No dice roll for the persuit phase. Fliers automatically escape.


5.0 Body Traits and Specials

In previous chapters, all the infantry units used the humanoid body type. Likewise, in this chapter, all the beast units have used the beastial body type. These are not, however, the only body types available. Here is the full listing.

Default Body Traits
When a body trait is not listed in the unit template, it is assumed to be the default. When listing alternative body traits, the stat changes are considered to be alterations of the standard body trait of the unit type.

Reminder: Being naturally armed/armoured means integral body parts function as weapons/armor, not requiring separate equipment. If natural armament is lost it cannot be replaced, without healing (natural projectiles cannot refill ammo until the start of turn replenishment).
  • Humanoid: Any.
    • Default infantry body. At least two hands, and two feet.
    • If taken by beast, unit becomes a biped but gains hands. The following also happens.
      • Cannot dash.
      • Mount ability changed to siege ability
      • Has hands, can imprison like infantry. Hands are considered weapons.
      • Remains naturally armoured/armed.
      • Humanoid beasts still may not use weapons. Range remains short.
  • Beastial: Any.
    • Default beast body. At least four legs, and no hands.
    • If taken by infantry, unit becomes a quadruped but loses hands. The following also happens.
      • Gains ability to dash.
      • Siege ability becomes mount ability.
      • no hands, can't use weapons, can't imprison.
      • Becomes naturally armoured/armed.
  • Flier: Any
    • Flier is in addition to either being an infantry or beast.
    • Usually has two wings, and two to four legs.
    • +4 move, if infantry.
      • Range is reduced to short.
      • Loses siege ability.
    • +2 move, if beast.
      • Cannot dash
      • Half carry capacity (mounts).
    • Cannot be carried by mounts.
    • Loses favoured terrain.
    • Naturally unarmoured.
Alternative Body Traits
  • Centaur: Infantry only.
    • Becomes a quadruped with hands.
    • +1 to spot roll (see chapter 5); -1 to evasion.
    • Gains dash ability; can still imprison.
    • Must equip armor.
    • Equips weapons with no reach restrictions.
    • Siege ability changes to mount ability.
  • Serpentine: Any.
    • Loses legs (can remain as vestigial limbs).
    • +5' range; -1 move.
    • +1 evasion when hiding; cannot dash.
    • Melee bonus to capture:
      • If target is same sized or smaller, it can be captured when hits are 1/4 max (normally must be 0hp).
  • Tar: Any.
    • Body is non-solid.
    • -5' range; -1 move; short reach required.
    • Naturally unarmored; naturally armed.
    • Siege ability changes to mount ability (infantry cannot become cavalry).
    • Slam attacks (see Section 6.1) don't do damage. Special effects instead.
    • Slam (capture):
      • All slammed units are auto-captured.
      • Tar is incapacitated (not stunned) for 1 round.
    • Slam (suffocaton):
      • Both tar, and targets, are incapacitated for 3 rounds.
      • If tar is alive by the end of round 3, target is auto-croaked.
      • If tar is croaked by the end of round 3, target is freed with no damage.
  • Earthling: Infantry/Humanoid body type from our world.
    • Adult Humans are large-sized, lose DR.
    • Can become proficient in any weapon; -2 battle stats until proficient.
    • No stat display; counts as rank 5 unit with $200 base upkeep. Summoning spell costs an additional $800 (not affected by being garrision).
    • If barbarian, eating will cover total upkeep costs. Will not disband if upkeep costs are not met, but the start of turn healing/cleaning/meal will not proceed.
    • Damage: Vunerable to cutting. Bleeding and incapacitation effects from severe wounds.
  • Remove Mount:
    • Loss: Remove mount ability, no carry capacity, cannot become cavalry.
    • Gain: +1 to combat/defense, move, hits, or evasion.
  • Remove Siege:
    • Loss: Remove siege ability.
    • Gain: +1 to combat/defense, move, hits, or evasion.

5.1 Favoured Terrain
Favoured terrain is a special bonus specific to ground units, enhancing their travel capabilities. Only specials related to travel are eligible as terrain specializations, which are typically unavailable to basic and flying units, except for certain exceptions.

Some examples include:
  1. Rider (infantry only):
    • Allows a rider and mount to combine into a cavalry unit (see section 3.2).
      • Fliers can also take the rider special, enabling them to form cavalry units and be carried by mounts.
      • Garrison units cannot be carried.
    • If a rider is also a scout, ferals can be tamed/friendly by feeding them.
  2. Garrison:
    • Any unit, including fliers, can be designated as a garrison during creation.
      • This is the only way for basic/fliers to have a favoured terrain.
    • Must be chosen as a garrison unit during the production process and cannot be selected as a regular special.
    • Garrisons ignore all increases to upkeep, including those from training and leveling.
    • Treat as a terrain mastery. Can't be ambushed; +1 to evasion and spot checks.
    • Move is 0 until promoted to a regular field unit, at which point the garrison terrain specialization is changed/deleted.
      • Promotion can occur at any time without an upfront cost, but once promoted, a unit cannot return to being a garrison unit.
  3. Terrain Ignore:
    • Reduces terrain penalties to move by -1.
    • Reduction may not go below the following values: 1 move for roads, 2 move for tunnels/trails, 3 move for other terrains.
  4. Terrain Mastery (ground only):
    • Indicates mastery of specific terrain types (ie. plains, forests, hills).
    • Travel cost in mastered terrain hexes is reduced to 2 move.
    • Units gain +1 evasion and +1 spot check when in mastered territories.
    • Ambushes are prevented unless the ambusher also has the same terrain mastery.
  5. Underground (heavies only):
    • Permits ground heavies to enter underground tunnels as regular units would.
    • Cost is 2 move for tunnel traversal.

5.2 Specials
Given that most terrain only cost 1 move for fliers, they gain no mobility advantages from taking favoured terrain specials. However, they have their unique special that enhances their movement.
  1. High Flier (rank 2; flier only):
    • Flier version of terrain ignore. No penalties for traveling over hills, -1 penalty for mountains, and can fly in the top sky zone.
  2. Increased Carry (mounts only):
  3. Doubled Carry Capacity (rank 2; fliers ignore 50% penalty):
    • Can fight under optimum carry conditions. Ignore evasion penalty.
    • Immense flyers and huge ground units can form a cavalry unit with a large rider (carry limit lowered by 12).
  4. Evolve:
    1. Beast version of promotion. Evolving happens after a set number of days and/or after raising level to a certain point.
  5. Increased Move (rank 2):
    • Raise move stat by 50% (round fractions down).
  6. Mount (heavy beast only):
    • Allows heavy beasts to serve as mounts.
    • Basic heavies do not have this ability by default but can acquire it as a special.
    • Infantry cannot acquire this as a normal special.
  7. Siege (heavy infantry only):
    • Limited form of the dig special focused on destroying walls (see chapter 6 for detailed rules, which are currently unfinished).
    • Basic heavies do not have this ability by default but can acquire it as a special.
    • Beasts can acquire this as a normal special.
  8. Enhanced Slam (rank 2):
    • Doubles the number of targets a slam attack can hit, making it a damage based area attack. See Section 6.1.
      • Exception: Tar units can suffocate more units instead.
  9. Stunning Strike:
    • Effect: A successful hit that deals at least 1 damage may stun the target for the next round.
    • Target: Only one target can be affected per attack. Does not combine with other special abilities.
    • Stun Check: Roll 1d10; on a 4 or higher, the target avoids the stun.
    • Failure: Target is stunned for the next round. Stuns can carry over to the next bout (reminder: stunned = -1 battle stats).
      • Cannot be stunned again until current stun effect is finished.


6.0 Fighting

There are two new moves that are accessable.

Dash
This ability is only available to ground terrain, beast type, units.
  • Allows units to skip their attack phase and move a second time during a battle round. Regular units can cover their full move distance, while heavy units can cover half of their move (rounded down).
  • Terrain penalties are tripled when dashing (see chapter 5.0 for terrain penalties).
  • Turn Order uses:
    • Helps determine initiative. Higher move/dash value grants a +1 evasion bonus.
    • Calculates enemy group proximity within 2 rounds of move using dash values.
    • During the pursuit phase of a retreat, substitutes the dash value for the normal move value when adding move to the 1d10.
      • Reminder: A roll of 1 always results in failure, while a roll of 10 guarantees success for the retreater.
Slam
Slam is a lesser varient of the area attack, and is available to all units.
  • General Characteristics:
    • Melee attack.
    • Unaffected by being unarmed.
    • Inflicts glancing blow damage.
    • Hits half the number of a normal area attack (round down).
    • Can capture slammed units after recovering from incapacitation.
  • Skirmish/Initiative Phases:
    • N/A
  • Battle Bouts:
    • In addition to regular attacks, slam deals damage at the start of each bout.
    • Units that are croaked cannot inflict damage that round.
    • If Slam hits more enemies than primary pairings; opponent decides which secondary units get hit.
    • After slamming, both the slammer and targets cannot attack again during the first two rounds of a bout.
    • Not effective against same sized or larger units.
    • Units cannot be targeted by two slam attacks during the same bout.
Size Differential of Target:
  • Size 0+: No effect.
  • Size -1: Glancing blow on 1 enemy (cleave = 2 attacks).
  • Size -2: Glancing blow on 2 enemies (cleave = 2 croakings).
  • Size -3: Does 4 dmg on 1 swarm unit (cleave = 2 attacks dealing 2 dmg).
  • Size -4: Auto-croaks 1 swarm units (cleave = 2 croakings).
  • Size -5: Auto-croaks 1 enhanced swarm units (cleave = 2 auto-croakings).
  • Size -6: Auto-croaks 2 enhanced swarm units (cleave = 4 auto-croakings).


7.0 Turn order (player character combat)

For quick combat, a lot of times things are done automatically, and a single dice roll determines an entire combat. Given that group combat is the norm, this is generally the way fights should go. However, for player player characters (PCs), and certain non-player characters (NPCs), it can make sense to spend more time on individual rolls instead. New details that cover player mechanics (coloured in blue) are now added.


Combat Turn Order:
  1. Select Units:
    1. Choose battle groups, noting on/off-turn status.
  2. Situational State (affects steps 3, 5, 6):
    1. Prepared: Groups are each spotted outside 2 rounds of move.
    2. Surprised: Groups are each hidden within 2 rounds of move.
    3. Ambush: Group is hidden from a spotted group within 2 rounds of move.
  3. Determine Initiative (affects step 6):
    1. Noncombatants: Auto-lose if in a group. If in both groups, tiebreaker.
    2. Sizes: Auto-initiative if entire group is 2 sizes larger (prepared only), or 2 sizes smaller (surprised only).
    3. Compare opposing units with lowest evasion. Check their respective moves. Higher move = +1 evasion bonus.
      1. Dash value (minus terrain penalties) can be used whenever move is involved.
    4. Higher total evasion wins initiative.
    5. Tiebreaker: Roll 1d10 (odds vs. evens).
  4. Determine Pairings:
    1. Select combat pairs as per "Section 7.1".
  5. Skirmish Rounds:
    1. Prepared (1-3 rounds): Shooters (only) attack; Short/mid/long range shooters fire 1/2/3 times at a single target.
    2. Surprised (1 round): All units stunned, unless posessing stun-negating specials (e.g. adv. initiative).
    3. Ambush (1 round): Hidden group attacks. Spotted group is stunned, no exceptions.
    4. Scouts can target shift before starting fighting rounds for steps 5, 6, and 7.
    5. Target results determined individually. All penalties/bonuses apply (e.g. stunned).
    6. If target stats differ by at least +2/-2 points, attacker misses/hits; otherwise, glancing blow (unarmoured = minimum blow).
    7. PCs: Always has the option to make a contested battle roll, instead of accepting calculated results of skirmish/initiative.
  6. Initiative Round (1 round; tiebreaker=skip):
    1. Prepared: Initiative side attacks.
    2. Surprised: Initiative side attacks. Units are no longer stunned.
    3. Ambush: Initiative side attacks. Units are still stunned, unless posessing stun-negating specials (e.g. advanced initiative).
    4. Before fighting, form new combat pairings for unpaired units. Success/Failure determined as in Skirmish rounds.
    5. If units are unable/unwilling to enter melee reach, can retreat before battle rolls. See section 5.0.
  7. First Battle Bout:
    1. Form new pairings for unpaired units.
    2. Scouts can attempt to retreat before battle roll. See Chapter 3, section 5.0.
    3. Roll 1d10 for highest statted opposing primaries, applying modifiers (auto-damage if size differential is 5+).
    4. Winner: Hits every round.
    5. Loser: Hits every other round, starting based on the degree of loss.
      1. Draw (0): Rounds 2, 4, 6... armoured= no damage; unarmoured (or if size differential is 3-4)= glancing blows.
      2. Loss by 1 to 3: Rounds 1, 3, 5...
      3. Loss by 4 to 6: Rounds 2, 4, 6...
      4. Loss by 7+: Rounds 3, 5, 7...
      5. Loss by 10+: Additional saving throw vs crit at start of round 1 (negative stats also cause this).
    6. Secondary Pairings: If all secondaries are smaller, auto-hit for full damage every even round, otherwise every odd round.
      1. If PC wishes to roll instead of auto-damage, it must also be done for the next round.
    7. Bout ends when one unit is croaked (with no units incapacitated).
  8. New Bout:
    1. Form new pairings for unpaired units, and repeat step 7, until all units from one player are defeated.
  9. Conclusion:
    1. Declare battle winner.
    2. Winning units gain experience points (see chapter 5).
    3. Adjust ammo stat (-1) after the battle.
    4. Check for other potential enemies. If none, units can recover 0.5 ammo.


8.0 Target Selection

PC characters, and important NPCs, have a small advantage when it comes to pairing units together.

When doing a round of pairing, a unit must be paired multiple times to form a complete pairing, depending on the differential in sizes.

Sizes are as follows. Tiny (1), petite (2), small (3), medium (4), large (5), huge (6), and immense (7).
  • The differential results in the following, when pairing units:
    • 0 differential = 1 unit vs 1 unit
    • 1 differential = 1 unit vs 2 units
    • 2 differentials=1 unit vs 4 units
    • 3 differentials=1 unit vs 1 swarm-unit (swarm unit = 8 individual units; if less, then it does not count towards pairing)
    • 4 differentials=1 unit vs 2 swarm-units
    • 5 differentials=1 unit vs 4 swarm-units
    • 6 differentials=1 unit vs 8 swarm-units
Random Size Selection Examples
A large (5) unit vs medium (4), and small (3), units. The differentials mean that a large unit is matched up with up to 2 medium units during a single pairing round to form a complete pairing, or is matched with up to 4 small units. Alternatively, the large unit could be matched with 1 medium unit and 2 small units.

A large (5) unit vs petite (2), and small (3), units mean that the large unit can be matched up with a single swarm-unit of petite units (which make up 8 seperate units), or four small units, to form a complete pairing.


8.1 Unit Selection
  1. Determine First Selector:
    • Odd Bouts (including skirmish): Initiative/tiebreaker winner selects first.
    • Even Bouts (including initiative): Initiative/tiebreaker loser selects first.
  2. Primary Pairing (Regular/Stunned Units Only):
    • First Selector:
      • Chooses a primary pairing for all units of one class/race from each side.
      • Prioritize same-sized pairings first.
    • Second Selector:
      • Chooses a primary pairing for all units of one class/race from each side.
    • Repeat Alternating Selections:
      • Continue alternating selections until all regular/stunned units of one side have primary pairs.
  3. Scout Pairing (if applicable):
    • First selector pairs his PC.
    • Second selector pairs his PC.
    • First Selector:
      • Pairs all scouts with enemy units, ensuring all enemy units are partially paired first.
    • Second Selector:
      • Pairs remaining scouts under the same rules.
  4. Secondary Pairing:
    • If units remain unpaired, return to Step 2.
    • These become secondary pairings and include previously paired units.
    • The positions of first and second selectors are reversed.
    • Prioritize creating incomplete pairings, fewest pairings, and same-sized pairings, in that order.
    • Treat scouts as regular units.
  5. Finalization:
    • Ensure all units are paired.
    • Resume battle turn order.
Pairing Definitions:
  1. Primary Pairings:
    1. The first chosen pairings for each unit class/race.
    2. Primary pairings are the main combat interactions.
  2. Secondary Pairings:
    1. Pairings in which there is no mutual ability to attack.
    2. Include units that have been previously paired in primary pairings.
  3. Incomplete/Partial Pairings:
    1. An incomplete pairing is when there is a size differential. The total number required doubles for each size differential,
    2. Example: Differential of 3 is 8 units, aka 1 swarm unit.

Blue (won initiative): 2 pikers (1b&2b); 2 tossers (1b&2b); 1 scout (1b).
Green (lost initiative): 2 stabbers (1g&2g); 1 archer (1g); 4 scouts (1g,2g,3g,4g).
Note: pikers, tossers, stabbers, and archer, are all considered "regular" units, not scouts.


  • 1. Determine first selector:
    • This is for prepared skirmish, so Blue is the first selector.
    • No stunned units.
  • 2. Primary Pairing (Regular/Stunned Units Only):
    • a) First Selector (Blue):
      • Pairs pikers#1b,2b vs stabbers#1g&2g.
    • b) Second Selector (Green):
      • Pairs archer#1g vs tosser#1b (tosser#2b remains unpaired).
    • c) Repeat Alternating Selections:
      • All regular units of Green have been paired. Proceed to step 3.
  • 3. Scout Pairing (if applicable):
    • a) Blue has no PCs.
    • b) Green has no PCs.
    • c) First Selector:
      • Blue pairs scout#1b vs scout#1g.
    • d) Second Selector:
      • Green pairs scout#2g vs tosser#1b.
      • Green pairs scout#3g,4g vs scout#1b (secondary pairings: 3vs1).
      • Note: Once all of Blue's units are paired, Green's scouts can pair with any enemy unit.
  • 4. Secondary Pairing:
    • Are there remaining unpaired regular units? No.
  • 5. Finalization:
    • Piker#1b vs stabber#1g
    • Piker#2b vs stabber#2g
    • Tosser#1b vs archer#1g
    • Tosser#2b vs scout#2g
    • Scout#1b vs scouts#1g,3g,4g
  • Return to battle order



8.2 Battle Rules - Quick Combat Modifiers
These modifiers provide a quick reference for combat situations during quick combat.

  • Ambushing:
    • Cannot be ambushed when unit has appropriate terrain specialization, unless ambusher also has it.
    • EVERY unit in the group must have scout special to ambush.
  • Ammo:
    • When ammo is less than 1, unit must fight unarmed.
  • Capturing:
    • Similar effects to fighting unarmed (stacks with unarmed penalty). Lower battle stats by 1.
    • Infantry can imprison after incapacatating/immobilizing opponent.
  • Cavalry:
    • During quick battle, if cavalry croaks, continue battle for 1 additional round. Unengaged units can attack rider. Auto-hits.
    • Enemy scout units (only) can target carried units.
      • Lower battle stats by -2 when targeting.
      • Melee reach must be equal to, or greater than, the cavalry's melee reach to hit.
      • On a successful hit, base damage of attacker cannot exceed that of the rider's base damage.
      • Any carried unit can also be targeted (no reduction of damage on a successful hit).
  • Crit Save Roll:
    • Swarms cannot crit.
    • When losing a battle roll by 10+, roll 1d10 and roll above DC of 3 (4+ result to succeed).
      • 10 always a success, 1 always a fail.
    • Failing roll means unit is critted.
    • Add +2 DC for the following:
      • Basic trait.
      • Unarmoured trait.
      • 1 size smaller.
    • Substract -2 DC for the following:
      • Sturdy trait (if armoured).
      • 1 size larger (can use twice).
  • Critical Miss:
    • Critical miss penalties apply:
      • 5:1 when size differential is 0, 1, 3.
      • 9:1 when size differential is 2, 4.
      • 3:1 half-swarms vs small.
      • No limit if size differential is 5, 6.
    • Critical misses happen at the end of the first round of a bout (before auto-defeat rule).
    • Every outnumbering unit that was not attacked by enemy rolls save vs crit (treat as if saving from same sized enemy).
    • If any units fail, they are critted. Start a new battle bout.
  • Critical Incapatication:
    • When critically incapacitated, unit will die at the stat of the next turn day), unless healed.
    • Unit immediately dies if another attack does 1+ dmg (must overcome DR).
  • Damage (base):
    • If a 3-4 size differential exists, draw result is treated as unarmoured.
    • +1 (+2 if heavy) dmg if unit is 1 or 3 sizes smaller.
    • Does 1 exhaustion if 5 sizes larger.
    • Does 0 dmg if 6 sizes smaller.
    • Does 2 dmg if 3 sizes larger.
    • Auto-crits if 2, 4, 5, 6 sizes larger.
  • Damage (bonuses; applies after DR):
    • Damage can double with a +6 bonus to a battle stat (triple dmg with +12 bonus).
    • Chief warlord bonus is typically 0 to 3. It applies only to battle stats.
  • Damage (penalties; applies after DR):
    • Basic units do half-damage to the following ground units (not fliers).
      • Heavies (applies after damage reduction).
      • Same-sized regular units (if dmg is at least 1 point).
    • Heavy fliers do half damage vs ground heavies (exception: basic heavies).
    • Regular fliers do half damage vs regular ground (exception: basic heavies).
  • Incapacitated:
    • Battle bouts are extended if there are incapacitated units, even if a unit has croaked.
      • Croaking a cavalry unit causes the rider to be incapaciated for one round.
  • Non-Combat:
    • Always unarmed/unarmoured.
    • Cannot ever win initiative.
  • Outnumbered:
    • Outnumbered unit attacks his primary pairing (first unit paired with).
    • When 1 vs 2, -1 to battle stats.
    • When 1 vs 3+, -2 to battle stats.
    • When 1 vs 4+, rolling a 1 means no damage is dealt during round 1 of a bout. Even if unit won the roll.
    • Lower stat penalty by 1 if off-turn (ignore, if unit has sturdy trait).
    • Lower stat penalty by 1 if on-turn, and unit has striker trait.
    • Auto-Defeat:
      • When same sized, unit is auto-defeated if still outnumbered 1 vs 4+ (minimum 1 melee) after the first round of a bout.
      • When 1 or 3 sizes smaller, must still be outnumbered 3 (max attacker number) vs 1.
      • When 2 or 4 sizes smaller, must still be outnumbered 2 (max attacker number) vs 1.
  • Projectile vs Melee:
    • -1 battle stats when a long-reach shooter is attcked by an armed melee.
  • Protect Trait:
    • +1 battle stats if only defending (without shield only).
    • Negate -1 battle stat penalty instead, if unit has shield.
  • Reach:
    • An armed melee can attack two smaller units when conditions are met.
      • Minimum 1 size larger, and a positive 2 reach differential.
      • Minimum 3 sizes larger if long reach, or 2 sizes larger if opponent has no reach stat.
    • If opponent decides to retreat, auto-minimum blow with a positive 1 reach differential.
  • Shielded Status:
    • +2 battle stats, if not attacking for the round.
    • -1 battle stats, if unit attacks instead.
      • Negate -1 penalty, if unit has protect trait.
  • Stat Penalties:
    • When a battle stat falls below 0, the unit automatically must save vs crit instead of making a battle roll (-10 result).
    • If both units have battle stats below 0, they skip the battle roll and each take minimum blows.
  • Striker Trait:
    • -1 to battle stats, when only defending.
    • Lower outnumbered penalty by 1 when on-turn.
  • Sturdy Trait:
    • Ignore outnumbered penalty reduction of 1 for being off-turn.
  • Stunned (incapacitation):
    • Can't attack, counter-attack, or move. Can defend (bonuses for defensive fighting apply). Suffers -1 to battle stats.
    • Certain specials allow recovery from being stunned 1 turn earlier. Time can be lowered to 0.
  • Swarm:
    • When 3 sizes smaller, must form a full swarm-unit to do damage or cause penalties to larger unit.
  • Unarmed Status:
    • Can only do glancing blows (0.5 damage).
    • -1 battle stats.
    • No crits.
    • Hits that cause 0 HP incapacitate for 10 minutes before recovering to 1 HP.
      • Another attack during the next turn auto-hits and croaks.
  • Unarmoured Status:
    • Draw result during skirmish/initiative rounds causes unit to suffer glancing blow.
    • During battle bouts, unit takes glancing blows during a draw result every second round.


9.0 Unit Templates
.
N/A (Thunderbird)
........................................
Level: 1 . EXP:: 0/8
Rank:: 1 . Type: Beast
Terrain: Sky (N/A)

Combat:: 1 .... Defense: 1
Hits::: 2/2 . Move: 12
Evasion: 9 .... Size: Petite (2)

Weapon: Shock ... Style:: Shooter
Range:: Short .... Specs:: 4/4
Damage: 1 ...... Upkeep: 5$
Pop Rate: 4 (1 day)

Traits:: Bestial

.
Special: Adv. Initiative, +2 ammo,
stunning strike.
N/A (Gwiffen)
........................................
Level: 1 . EXP:: 0/8
Rank:: 2 . Type: Beast
Terrain: Sky (N/A)

Combat:: 5 .... Defense: 5
Hits::: 12/12 . Move: 19
Evasion: 5 .... Size: Large (5)

Weapon: Bite ... Style:: Melee
Range:: short .. Specs:: 5' (4)
Damage: 4 ...... Upkeep: 80$
Pop Rate: 1 (2 days)

Traits:: Tar (-1 mv, -5', spl slam),
heavy (2 DR)
Special: High Flier, +50% move,
Enhanced Slam.
Race: Thunderbird||Rank: 1
Class: N/A ||Type: Beast
Size: Petite (2)||Terrain: Sky {N/A}
Wpn: shock {Sty: Shooter||Rng: Short}
Cbt: 1 {Dmg: 1}||Def: 1||Spc: 3/3
Hp: 2/2||Mv: 12||Evn: 9||Upk: $5
Lv: 0 {Exp: N/A}||Pop: 1 (1 day)
Tr: Beastial
Spl: Adv. Init, +1 ammo, stunning strike
Total: 22 stats (Currently Undefined: 4)
Race: Gwiffen||Rank: 2
Class: N/A ||Type: Beast
Size: Large (5)||Terrain: Sky {N/A}
Wpn: Bite {Sty: Melee||Rng: short
Cbt: 5 {Dmg: 4}||Def: 5||Spc: 5' (4)
Hp: 12/12||Mv: 19||Evn: 5||Upk: 80$
Lv: 1 {Exp: 0/8}||Pop: 1 (2 days)
Tr: Tar (-2 mv, -5', spl slam), heavy (2 DR)
Spl: High Flier, -50% move, Size Mastery (+1,0,-1)
Total: 22 stats (Currently Undefined: 4)


10.0 Sample Combats

I will now write down a battle between a player mounted on a gwiffen, and some local birds.

Battle Template

1. Select Units

Blue Player (on-turn; cbt)Green Player (off-turn; def)
Piker#1B
........................................
Combat:: 1 . Defense: 1
Move:::: 6 . Hits: 4/4
Evasion: 6 . Size: Small (3)
Weapon: Spear . Style:: Melee
Range:: Long .. Specs:: 5' (5)
Damage: 2
Traits::
Special: Promotion
Piker#1G
........................................
Combat:: 1 . Defense: 1
Move:::: 6 . Hits: 4/4
Evasion: 6 . Size: Small (3)
Weapon: Spear . Style:: Melee
Range:: Long .. Specs:: 5' (5)
Damage: 2

Traits::
Special: Promotion
Blue (on-turn): Piker#1B.
Green (off-turn): Piker#1G.

2. Situational State
Blue: spotted/hidden
Green: spotted/hidden
Use the prepared/surprised/ambush option for steps 3,5&6.

3. Determine initiative:

  1. Auto-Initiative:
    1. If non-combat in opposing group.
    2. If prepared, and 2+ sizes larger.
    3. If suprised, and 2+ sizes smaller.
    4. Otherwise, continue.
  2. Check Evasion (lowest):
    1. = has _ evasion and _ move(dash) - penalties.
    2. = has _ evasion and _ move(dash) - penalties.
  3. =Blue =Green =Neither has higher evasion.
    1. Tiebreaker: Roll 1d10. Blue wins if odd. Green wins if even.
    2. Roll is _.
  4. Result: =Blue =Green wins with/without initiative.
4. Determine Pairings:
Follow rules for unit selection.

  1. = = pairs = = with = =.
    1. = = vs = =.
Pairings complete.
.

No Initiative (on-turn; Combat)No initiative (off-turn; Defense)
Unit#1B hits= 4/4 Unit#1G hits= 4/4
.

5. Skirmish rounds:
Prepared: Melee: N/A; S/M/L shooters attack 1/2/3 times; compare stats; hit if 2+; glance if -1 to +1 (unarmoured = min); miss otherwise.
Surprised: All units without stun negating specials (i.e. advanced initiative), are stunned.
Ambush: Hidden group attacks. Spotted group is stunned.

  • Options: Target shift (PC shooters = attack any target, if not under attack).
    • PC note: Always has option to roll instead of taking calculated result.
  • Skirmish round (blue attacking):
    1. = combat is ?; = defense is ?. Difference: ? (+2; +1 to -1; -2)
      1. = hits; glances/min; misses =, doing ? points of damage.
  • Skirmish round (green attacking):
    1. = defense is ?; =combat is ?. Difference: ? (+2; +1 to -1; -2)
      1. = hits; glances/min; misses =, doing ? points of damage.

6. Initiative round (tiebreaker = skip):
Prepared: Initiative side attacks. Compare stats; hit if 2+; glance if -1 to +1 (unarmoured = min); miss otherwise.
Surprised: Initiative side attacks. Units are no longer stunned.
Ambush: Initiative side attacks but spotted units, without stun negating specials, are still stunned (can't attack).

  • Options: Retreat; target shift; PC shooter targeting; form new pairings.
    • PC note: Always has option to roll instead of taking calculated result.
  • Initiative round (blue won initiative):
    1. = combat is ?; = defense is ?. Difference: ? (+2; +1 to -1; -2)
      1. = hits; glances/min; misses =, doing ? points of damage.
    2. combat is ?; = defense is ?. Difference: ? (+2; +1 to -1; -2)
      1. = hits; glances/min; misses =, doing ? points of damage.
  • Initiative round (green won initiative):
    1. = defense is ?; =combat is ?. Difference: ? (+2; +1 to -1; -2)
      1. = hits; glances/min; misses =, doing ? points of damage.
    2. = defense is ?; =combat is ?. Difference: ? (+2; +1 to -1; -2)
      1. = hits; glances/min; misses =, doing ? points of damage.

7. First Battle Bout:
Options: Retreat; target shift; form new pairings.

  • Pairings (initiative winner/loser =Blue =Green, pairs during the odd/even bouts):
    • = = primary pairs with = =
    • = = become secondary pairings with = =
    • = = primary pairs with = =
    • = = become secondary pairings with = =
Resolve the first pairing:
  • Bout is = vs =
  • Each player rolls 1d10.
    • Blue adds combat stat to roll (+4).
    • Green adds defense stat to roll (+3).
  • Blue rolls _ (total: _); Green rolls _ (total: _)
  • = =wins by _, so use the _-_ win result (0-0; 1-3; 4-6; 7-9; 10+)
    • PC note: Has option to roll for every round.
  • Starting : 4/4; 4/4
    • Round 1:
8. New Bout (2rd):
Options: Retreat; target shift; form new pairings.

  • Pairings (initiative winner/loser =Blue =Green, pairs during the odd/even bouts):
    • = = primary pairs with = =
    • = = become secondary pairings with = =
    • = = primary pairs with = =
    • = = become secondary pairings with = =
Resolve the first pairing:
  • Bout is = vs =
  • Each player rolls 1d10.
    • Blue adds combat stat to roll (+4).
    • Green adds defense stat to roll (+3).
  • Blue rolls _ (total: _); Green rolls _ (total: _)
  • = =wins by _, so use the _-_ win result (0-0; 1-3; 4-6; 7-9; 10+)
    • PC note: Has option to roll for every round.
  • Starting : 4/4; 4/4
    • Round 1:
9. Conclusion:
=# vs =# WINS!
Lower ammo (if used).
There are no other enemies in the area.

Restore 1/2 ammo spent (if any).

+++++++++++++++++++++++++++++++++++++++++++++++++
Battle #1

1. Select Units

Blue Player (on-turn; cbt)Green Player (off-turn; def)
Cavalry#PC (Ninja/Gwiffen)
........................................
Combat:: 6 . Defense: 6
(Cavalry: increase battle stats by +1)
Move:::: 19 . Hits: 12/12
Evasion: 6 .. Size: Large (5)

Weapon: Shuriken. Style:: Shooter
Range:: short ... Specs:: 2/2
Damage: 2 (fixed dmg vs swarm)

Traits:: Basic Heavy (2 DR), cavalry
Special: High Flier, +50% mv,
Enhanced slam (area dmg)
Rider: scout, advanced initiative,
smoke bomb (area stun: 1 swarm per atk)
Thunderbird#1G,#2G,#3G,#4G (swarm units)
........................................
Combat:: 3 .. Defense: 3
(swarm: +2 battle stats)
Move:::: 12 . Hits: 8/8 (swarm hp)
Evasion: 9 .. Size: Petite (2)

Weapon: Shock .. Style:: Shooter
Range:: Short ... Specs:: 4/4
Damage: 1+1(size bonus vs lrg)= 2

Traits:: Swarm unit
Special: Adv. Initiative, +2 ammo,
Stunning strike (roll 4+ to avoid).
.
.
Blue (on-turn): Cavalry#PC (PC will be treated as a player character)
Green (off-turn): Thunder#1G, #2G


2. Situational State
Blue: spotted
Green: spotted
Use the prepared option for steps 3,5&6.

3. Determine initiative:

  1. Auto-Initiative:
    1. If non-combat in opposing group.
    2. If prepared, and 2+ sizes larger.
  2. skip
  3. skip.
  4. Result: =Blue wins with initiative.
4. Determine Pairings:
Follow rules for unit selection.

  1. Cavalry#PC. Primary pairs with Thunder#1G
  2. Thunder#2,3,4G become secondary pairings with Cavalry#PC.
  3. Thunder#5G does not pair, because critical-miss penalties start at 5vs1.
Pairings complete.
.

Initiative (on-turn; Combat)No initiative (off-turn; Defense)
Cavalry#PC hits= 12/12 Thunder#1G hits= 8/8
Thunder#2G hits= 8/8
Thunder#3G hits= 8/8
Thunder#4G hits= 8/8
N/AThunder#5G hits= 8/8
.
5. Skirmish rounds:
Prepared: Melee: N/A; S/M/L shooters attack 1/2/3 times; compare stats; hit if 2+; glance if -1 to +1 (unarmoured = min); miss otherwise.

  • Options: Target shift (PC shooters = attack any target, if not under attack).
    • PC note: Always has option to roll instead of taking calculated result.
  • All units are short range shooters. They all attack for one round.
  • Skirmish round (blue attacking):
    1. =Calvary#PC uses smoke bomb on primary pairing. No dice roll.
      1. =Cavalry#PC hits = Thunder#1G, which croaks the unit.
  • Skirmish round (green attacking):
    1. =Thunder#1G cannot attack, because it was hit by a stun area attack.
  • Skirmish round (green attacking):
    1. =Thunder#1G,#2G,#3G defense is 3; =Cavalry#PC combat is 6-2(outnumbered)= 4. Difference: ? (+2; +1 to -1; -2)
      1. Normally, this would mean 3 glancing blows (3 dmg), but the PC believes it would be more favourable to do battle rolls instead.
  • Skirmish round (green attacking):
    1. =Thunder#1G defense is 3. Rolls: 5,4,6. Totals: 8,7,9.
    2. =Cavalry#PC combat is 4. Rolls: 4,5,7. Totals: 8,9,11. Results: Draw (unarmoured = glance), miss, miss.
      1. =Thunder#2G glances while the other two miss =Cavalry#PC. This does 1 dmg, which is absorbed by DR. No damage.
  • Skirmish round (green attacking):
    1. =Thunder#1G defense is ?; =combat is ?. Difference: ? (+2; +1 to -1; -2)
      1. = hits; glances/min; misses =, doing ? points of damage.


.
Initiative (on-turn; Combat)No initiative (off-turn; Defense)
Cavalry#PC hits= 12/12 Thunder#1G hits= 0/8
Thunder#2G hits= 8/8
Thunder#3G hits= 8/8
Thunder#4G hits= 8/8
N/AThunder#5G hits= 8/8
.
6. Initiative round (tiebreaker = skip):
Prepared: Initiative side attacks. Compare stats; hit if 2+; glance if -1 to +1 (unarmoured = min); miss otherwise.


  • Pairings (initiative loser, Green, pairs during initiative):
    • Thunde#2G becomes primary paired with Cavalry#PC.
    • Thunder#3,4,5G become secondary pairings with Cavalry#PC.
Initiative round (blue won initiative):
  1. =Calvary#PC uses smoke bomb on primary pairing. No dice roll.
    1. =Cavalry#PC hits = Thunder#2G, which croaks the unit.
.
Initiative (on-turn; Combat)No initiative (off-turn; Defense)
Cavalry#PC hits= 12/12 Thunder#1G hits= 0/8
Thunder#2G hits= 0/8

Thunder#3G hits= 8/8
Thunder#4G hits= 8/8
Thunder#5G hits= 8/8
.
7. First Battle Bout:
Options: Retreat; target shift; form new pairings.


  • Pairings (initiative winner, Blue, pairs during the odd bouts):
    • Cavalry#PC. Primary pairs with Thunder#3G
    • Thunder#3,4G become secondary pairings with Cavalry#PC.

Resolve the first pairing:
  • First bout is =# vs =#
    • Cavalry#PC throws smoke bomb. Auto-crits Thunder#3G.
    • Blue wishes to roll for all secondary results.
  • Each player rolls 2d10.
    • Blue adds combat stat to roll (+4).
    • Green adds defense stat to roll (+3).
  • Blue rolls 4,1 (total: 8,5); Green rolls 6,10 (total: 9,13)
  • =Green wins both rolls. This is per round, so the exact number it not important (except for crits).
    • Damage: 2+2-2=2 dmg.
    • Thunder#5 did at least 1 damage, which means stunning strike takes effect.
    • Blue rolls 3. Fail.
    • Cavalry#PC will be stunned for the next round (carries over to the new bout).
Results:
Initiative (on-turn; Combat)No initiative (off-turn; Defense)
Cavalry#PC hits= 12/12 (stun) Thunder#1G hits= 0/8
Thunder#2G hits= 0/8
Thunder#3G hits= 0/8

Thunder#4G hits= 8/8
Thunder#5G hits= 8/8
.
8. New Bout (2nd):
Options: Retreat; target shift; form new pairings.


  • Pairings (initiative winner/loser, =Blue =Green, pairs during the odd/evenbouts):
    • =Thunder#4G primary pairs with =Cavalry#PC
    • =Thunder#5G become secondary pairings with =Cavalry#PC
Resolve the first pairing:
  • Bout is =Cavalry#PC vs =Thunder#4G
    • Cavalry is stunned; -1 battle stats; cannot attack, use smoke bomb, or slam.
  • Round 1:
    • Each player rolls 2d10.
    • Blue adds combat stat to roll (+4). 6-1(outnumbered)-1(stunned)=4
    • Green adds defense stat to roll (+3).
    • Blue rolls 8,8 (total: 12,12); Green rolls 4,8 (total: 7,11)
    • =Blue wins both rolls. No damage.
    • Remaining Hits: =Blue 10/12= =Green 8/8; 8/8 =
  • Round 2:
    • Each player rolls 2d10.
      • Blue adds combat stat to roll (+5). 6-1(outnumbered)=5
      • Green adds defense stat to roll (+3).
    • Blue rolls 1,3 (total: 6,8); Green rolls 9,9 (total: 12,12)
    • =Green= wins both rolls (4-2=2 dmg)
      • Stunning Strike roll: 6 (no stun)
    • Remaining Hits: =Blue 8/12= =Green 8/8; 8/8 =
  • Round 3:
    • Each player rolls 2d10.
      • Blue adds combat stat to roll (+5).
      • Green adds defense stat to roll (+3).
    • Blue rolls 9,3 (total: 14,8); Green rolls 7,4 (total: 10,7)
    • =Blue= wins both rolls. (2 dmg)
    • Remaining Hits: =Blue 8/12= =Green 6/8; 8/8 =
  • Round 4:
    • Each player rolls 2d10.
      • Blue adds combat stat to roll (+5).
      • Green adds defense stat to roll (+3).
    • Blue rolls 10,5 (total: 15,10); Green rolls 1,7 (total: 4,10)
    • =Blue= wins first roll. Draws the second
      • A win by 10+ has no save vs crit roll. Swarms cannot crit or be critted.
      • Draw counts as glancing blow (1 dmg). Dmg is absorbed by DR.
    • Remaining Hits: =Blue 8/12= =Green 4/8; 8/8 =
  • Round 5:
    • Each player rolls 2d10.
      • Blue adds combat stat to roll (+5).
      • Green adds defense stat to roll (+3).
    • Blue rolls 8,4 (total: 13,9); Green rolls 5,7 (total: 8,10)
    • =Blue= wins first roll. =Green= wins second roll.
    • DR absorbs damage (2 dmg)
    • Remaining Hits: =Blue 8/12= =Green 2/8; 8/8 =
  • Round 6:
    • Each player rolls 2d10.
      • Blue adds combat stat to roll (+5).
      • Green adds defense stat to roll (+3).
    • Blue rolls 5,8 (total: 10,13); Green rolls 4,4 (total: 7,7)
    • =Blue= wins both rolls.
    • Remaining Hits: =Blue 8/12= =Green 0/8; 8/8 =
Results:
Initiative (on-turn; Combat)No initiative (off-turn; Defense)
Cavalry#PC hits= 8/12 Thunder#1G hits= 0/8
Thunder#2G hits= 0/8
Thunder#3G hits= 0/8

Thunder#4G hits= 0/8
Thunder#5G hits= 8/8
.

8. New Bout (3rd):
Options: Retreat; target shift; form new pairings.


  • Pairings (initiative winner =Blue, pairs during the odd bouts):
    • =Cavalry#PC = primary pairs with = =Thunder#5G
Resolve the first pairing:
  • Bout is =Cavalry#PC vs =Thunder#5G
    • =Cavalry#PC slams Thunder#5G. Tar trait means that slammed unit is absorbed. Begins suffocation.
  • Round 1:
    • Incapacitated. Thunder#5G suffocates (1/3).
  • Round 2:
    • Incapacitated. Thunder#5G suffocates (2/3).
  • Round 3:
    • Incapacitated. Thunder#5G suffocates (3/3), and croaks at end of round.

Results:
Initiative (on-turn; Combat)No initiative (off-turn; Defense)
Cavalry#PC hits= 12/12 (stun) Thunder#1G hits= 0/8
Thunder#2G hits= 0/8
Thunder#3G hits= 0/8

Thunder#4G hits= 0/8
Thunder#5G hits= 0/8
.
9. Conclusion:

=Blue WINS!
Lower ammo by -1 (1/2 ammo).
There are no other enemies in the area.

Restore half ammo, since ammo was physical (1.5 ammo).


 
Last edited:
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Chapter 04- Toma RPG: Warlords

Warlords are the leaders of Erfworld. They organize the armies, build cities.
Issues:
  • Mid line should be able to stop a heavy doing a bull rush. Maybe if 2 units are readied for a bullrush unit then unit is stopped at midline?

1. Stats & Characteristics

All human nations, and demi-human tribes, have at least one warlord as their leader. Without a warlord, the group can no longer grow in power, and will eventually die off.

A human warlord is a rank 2 advanced infantry unit and, as such, use standard stats for a standard medium sized unit. Combat/Defense 4, movement 8, and hits 6.

The defining characteristic of warlords their is the combination of 3 specials. Scout, command, and leadership. All human warlords also have the purse special, which is required to own city sites. Most human warlords also have the advanced initiative special, although it can be traded for other ones. Warlords have a variety of designations.

Rank 2 warlords.
  • Barbarian Warlord: they pop randomly on the Erf. No stat reduction to start. However, if they ever join, or become ruler of a side, -1 cbt/def. In addition to scout, command, leadership, and purse, player may select an additional, rank 1, special.
  • Promoted Warlord: You may promote any standard base infantry unit, with the promotion special, to warlord. -1 cbt/def. In addition to rider (no substitutions), command, leadership, and purse, player may select an additional, rank 1, special.
  • Commoner Warlord: Pops in cities that is not ruled by a royal. -1 cbt/def. In addition to scout, command, leadership, and purse, player may select an additional, rank 1, special.
  • Noble Warlord: Pops in cities ruled by a royal. The higher level city a unit is popped in, the higher social status the unit receives. No stat reduction. In addition to scout, command, leadership, and purse, player may select an additional, rank 1, special.
  • Heir Warlord: Can be bought for any warlord that is part of a side. Gains the heir special, in addition to other specials. No other effect.
Rank 3 Warlords.
  • Royal Warlord: Pops in capital city only. Rank 3 unit. Takes 10 turns to pop. Considered a direct descendant of the current ruler. Considered a rank 3 unit. No stat reduction. Gains Fate's Favour special. In addition to normal warlord specials, player may select an additional, rank 1, special.
  • Royal Heir: Pops in capital city only. Rank 3 unit. Takes 60 turns to pop. Considered to be a direct descendant of the current ruler. No stat reduction. Gains the heir special, in addition to Fate's Favour and the normal warlord specials, player may select an additional, rank 1, special.

Chief Warlord: Only available for human warlords. One warlord is appointed to chief, and can command every unit on the side, except the ruler. His leadership grants a side wide bonus of one third of his current level, rounded down, or one half his current level, rounded down, to all units on the same overland hex that he is on (but not personally stacked with). This does not count for units under a different leadership bonus, however. Leadership bonuses do not stack. A unit is either given the chief warlord bonus, or a direct warlord bonus from whichever warlord he is currently stacked with. They can also allow other purse units to accept turns or not.

Ruler: Using the purse ability, a warlord can claim an empty capital site and become the ruler of all units that pop from it. The current ruler can also spend 100,000$ smuckers to grant one of his warlords the Heir special. This creates a line of succession in case the ruler ends up dead at some point. This is not a promotion, because an heir doesn't get any new abilities.

Relay Orders: Both Chiefs and rulers have a natural Thinkamancy which allows them to relay orders to their field units, even without a Thinkamancer. They also have a feel for what was going on with their forces, along with a general awareness of their locations. When one of their units dies, they will always know it happened, and which unit croaked.


Signmancy Decay

While most infantry units tend to look the same, no matter how long they live, the appearance of a commander can vary widely. They can grow old, and unfit. Depending on their emotional state.

Commanders that stay useful and well regarded can retain their youthful signmancy indefinitely. This requires them to serve some important function for their side. When a commander becomes inactive, has his talents wasted, or actually causes some lingering harm to their side, then his Signmancy gradually deteriorates to the point where they become feeble, diminutive, bloated, or otherwise outwardly begging to be disbanded by an alert ruler. The overconsumption of bad consumables can also decrease a unit's fitness, even if he feels useful to the side (consistent smoking, and/or alcohol consumption will inevitably lower a unit to stage 1 decay).

Should a ruler be the one suffering decay in Signmancy, this could lead to the kinds of madness or infirmity which made their side a ripe target for conquest.

The most common reason for signmancy decay for warlords is from becoming a garrison unit. They tend to feel the best use for their side is fighting wars. By sitting around in a city, they can (not necessarily will, but can) fall down a hole of decay. Growing progressively more unfit as time goes on. Most garrison commanders eventually hit stage 1 or 2 of decay.

To stop this from happening, a warlord should partake in frequent hunting and training. However, even when doing this daily, some of the signmancy of aging may creep in, even if it doesn't affect unit ability.

There are various intoxicants that can slowly kill a unit as well. Usually wine that isn't made by flower power. Get you drunk but slowly kills over 500+ turns.

Prisoners are another type that will suffer decay. Suffering will make any unit become gaunt and weak. Looking older is also common.
  • Stage 0 (?? turns): Search checks drop by 1 (becomes less wary). Extended peace can cause this, even if warlord stays active.
  • Stage 1 (50 turns): Move drops by 1.
  • Stage 2 (100 turns): Move drops by 1. Hits increase by 1. No longer gains automatic initiative on favoured terrain.
  • Stage 3 (150 turns): Move drops by 1. Hits increase by 1. Cbt/def both drop by 1. Increase the hex terrain penalties of all hexes (except roads/cities) by 1.
  • Stage 4 (200 turns): Move drops by 1, to a minimum of 4 move (assuming 8 move to start). Cbt/Def drop by 1. Unit becomes less capable, and loses favoured terrain special. Fliers are now unable to fly (all flier commanders should have a ground favoured terrain as well though). Rider cannot ride (can still be carried, however). No reductions for traveling on favoured terrain.
    • Has trouble running for longer periods now.
    • This is usually where most units stop decaying.
    • Unit will gain elderly signmancy.
  • Stage 5 (250 turns): Loses weapon proficiency. Has difficulty with normal tasks. Some level of dementia starts affecting the unit.
  • Stage 6 (??? turn): Death. Inactivity not enough to get to stage 6. Has to be either severely mistreated, or been in a trimancer link for an extended period of time. Addictions to harmful drugs can also cause death, especially if the drug access is withdrawn while unit is at stage 4-5. During the final few turns, unit will no longer be able to eat, but upkeep does not increase to cover for the lack of food.
Note: Hits do not always increase as a unit becomes more unfit. That happens specifically if the unit becomes obese. If unit does not become obese, unit maintains favoured terrain special at stage 4, but will still lose it at stage 5.
Note: Rate can be much faster if unit is sufferent, rather than feeling useless.


Simply because a unit falls to stage 1 doesn't mean that he will continue. It depends on various factors. In order to keep/regain fitness, a certain level of exercise is needed, as well as more healthy eating habits. A common method is simply going to a training ground to sharpen his skills with a weapon. Time it takes to improve condition is the same amount of time it take to deteriorate.


2. Combat, Defense, Hit Points, Movement
Same as before.


3. Commander Specific Specials

Command, leadership, purse, fate's favour, are the five required specials that warlords must take. Additionally, the unit must add his terrain type, along with his favoured terrain. This choice is normally, but not always, the same as the king. A flying ruler generally has flier warlords/knights. A ground ruler the plains favoured terrain generally has warlords/knights with the plains favoured terrain. A ruler with the rider favoured terrain, generally has rider warlords (most kings have rider as a favoured terrain). One big exception to this is seafarer, which can be specifically popped for (only in cities with a shipyard).

1. Scout: <Infantry only> Can avoid auto-engaging enemies. Capable of more independent thought. Minimum requirement for player characters. Assume that units have this ability during combat, when they are in a personal stack of, and led by, a warlord.

2. Command <infantry only; must have scout>: Unit can give orders to allied non commanders (can also give orders to allied commanders, if unit also has a higher leadership). If infantry is not in the same hex as commander, auto attacking units will still auto-attack. This is why scouts must be used for exploring ahead. Commanders can fully control all other units, including beasts, and are able to properly direct fights with them as well, including the creation of stack formations, and screens. Can lead a stack, which grants all lead units the scout special while led. Commanders can also see the stat boards of all units.
  • Stat Board: Can see: Total combat/defense totals (this includes base stats, and level/leadership/stack/CW bonuses, as well as applicable penalties, such as being disarmed), move, hits, race, class, specials, and level
    • Cannot see specials for any unit not on the same side. Cannot see caster type. Cannot see caster mastery (novice/adept/master).
  • When reduced to 0 hits. Make a saving throw vs crits. If successful, unit is conscious, can still give orders, and make 1 stack (centered around himself), but cannot move. Will will recover at next turn start. If fail, unit is unconscious and will croak at start of next turn.
  • Commanders, with the leadership special, can train with lower level infantry units, with the scout special, without the need for a designated training ground. Doing so gives both the scout, and commander, training exp. Can train up to 5 units a day (as a single group).
  • Note: Commanders generally have the same initial favoured terrain as the ruler.



Warlord
Warlords are adv. infantry, with the command and leadership specials.
  • Provides a bonus to all units within his stack.
    • Warlords always count as a stack of one unit, personally benefiting from this bonus.
  • Can envelop every allied unit in a terrain hex.
  • The bonus is consistent across all units in the stack and does not stack with other leadership bonuses.

Warlord Stack

  • Occurs when a group stack includes a warlord.
  • Combines warlord's leadership bonus with a stack bonus based on the number of units.
  • Multiple warlords in a stack have their bonuses replaced by the leading warlord's bonus.
  • Stacking bonus ranges from +0 to +4 points, depending on the number of units.
  • Warlords can maintain their bonus, even if not visible to units in the stack.
    • Can't communicate when out of visual/hearing range.
    • Must all remain within the local hex or the stack will break.
  • If the warlord dies, the stack breaks. All bonuses are lost, and the stack becomes a group stack.
Stack Bonus Progression
  • One unit: +0 bonus
  • Two or three units: +1 stack bonus
  • Four or five units: +2 stack bonus
  • Six or seven units: +3 stack bonus
  • Eight units (MAX): +4 stack bonus
  • Nine or ten units: +3 stack bonus
  • Eleven or twelve units: +2 stack bonus
  • Thirteen or fourteen units: +1 stack bonus
  • Fifteen units or more: +0 bonus
Example: A level 3 warlord (+3 leadership bonus), in a 9-unit stack (+3 stack bonus), results in a total bonus of +6 (damage doubles with a +6 bonus).




3. Leadership: <Rank 2. requires scout/commander special> Can create as many battle stacks as he has leadership levels. Stacks can be any number of units in a hex. First stack must always be centered around the unit with the leadership special. All stacks that are not a part of the unit's personal stack are unstacked at dusk. All units that are a part of leader's warlord stack, but not in the same hex as leader, are unstacked at dusk. Stacks give a variable cbt/def bonus that maxes out at 8 units (16 if mounted riders). This bonus is only active if the unit is in the same hex as the leadership unit that created the stack. Additionally, all units in the leader's personal stack (including the leader) are given a leadership bonus (bonus to cbt/def) that is equal to the leadership level. When in a leader's personal stack, certain specials that the leader possess may become available to units in his stack.
Example: Dance fighting, advanced initiative, and terrain special. If unit is a commander, leadership is equal to unit level. Otherwise, level stays at 1. If unit is also a commander, upkeep increases by 25% for every level increase of leadership above the first.
Note: Leadership can be increased by the random increase special, even if unit is not a commander.

4. Purse: <human commanders only> Allows unit to carry and use smuckers. Amount allowed is 1000*level. Unit may accept a turning from unsided units, assuming that his duty believes the act a benefit to the side. Allows unit to turn a 0 level capital city hex into a level 1 capital for 1 smucker. Unit that does so will become ruler of the city. Sided units can create level 1 cities from empty city sides, but will have to pay more money. Offers to turn to the side can only be done by a unit with this special.
Note: Having the purse special means that you eating a non-popped meal will only reduce upkeep by 1/2. Normally, a meal will completely negate upkeep costs.
Note: Purse special increases upkeep by 1 rank (level 2 units have a rank 3 upkeep)
Note: Beasts can also have a purse. If they do, the only actions that can be taken with it to turn gems into smuckers, and pop meals when there is nothing to eat.


5. Player choice: Must chose from the rank 1 specials list. May not pick something that would alter the signamancy into something inhuman. Typical choices are advanced initiative, terrain specialty, stat increase, and dance fighting.

6. Terrain Specialization Restriction: Warlords usually have the same terrain type, and terrain specialization, as the ruler. Rulers usually have rider as their specialization, so most warlords do as well. TV ruler flys (or would if he weighed less), so the warlords also fly.

Rank 3 Commanders Only:

6. Fate's Favour: This special is ONLY available for Whenever doing a combat/defense/roll to crit/saving roll, unit may roll 2 dice and take the better result. However, whenever unit is stacked with allied units, that are receiving his personal bonus, allies must roll 2 dice whenever rolling a saving throw, and take the worse result. On occasion, fate may also give temporary curses to other units on his side, to balance out the luck for this rank 3 commander. Fate gives, and fate takes away.

7. Player choice: Must chose from the rank 1 specials list. May not pick something that would alter the signamancy into something inhuman. Typical choices are advanced initiative, terrain specialty, stat increase, and dance fighting.

Additional special:

Heir: <human level 3 warlords only> Adds the heir special, in addition to all the normal specials a rank 3 warlord gets. Being an heir puts this warlord into the line of succession. If the ruler dies but the heir lives, then the heir will become the new ruler, and the side will not be destroyed. This special only works on the side that gave it to the unit. If he is currently serving a different side, the heir special will not work. Heirs have unlimited access to the treasury, and do not disband on the field if the side falls. Instead, his purse will be filled up to full, and all units he is stacked with now are being paid directly by him.
-Note: While only level 3 warlords may pop with this special, rank 2 warlords, casters, and courtiers, may also have the special purchased for them by the current ruler. This is the only special that can be bought in such a manner. Cost is 100,000$.


Non-Warlord Commanders
Humans have two units that have the command special, without the leadership special. Both are rank 2 units. They are courtiers, and casters.
  • Courtier: One of the few non-combat units in Erfworld. A regent the title of a courtier that has been given control over a city. Combat and defense are 0. Can not use a weapon. In return, upkeep is lowered by 2 ranks (rank 2 +1 purse -2 noncombatant = 20$) . Additionally, garrison noncombatants reduce upkeep by 75% (5$) instead of the normal 10%. They are typically used to manage cities when a warlord would be seen as being too costly. Some rulers also keep a small group of regents for social purposes. Specials: Scout, commander, purse, increased pop rate, and promotion.
  • Caster: NOT CURRENTLY PLAYABLE!!! Trades physical combat for the ability to use magic. There are 12 magical disciplines in this world. A caster can use one of them. Combat and defense are 0, but casting can generally overcome this lack. Other specials are rider (can be substituted with flier/seafarer), commander, purse, and the final is player choice (level 1 special, only).
  • Archon: In Erfworld, this is the closest thing you will get to a hero unit. Every kingdom has one trustworthy Archon that was sent by Charlie to help you guide your kingdom.


Random special concepts
Warlord Ideas for specials
  • Lucky- When you roll a 1 on an defense roll, ability check, or saving throw, you can reroll the die and must use the new roll.

4. Tribes

Purse special prevents 0 upkeep from eating food.
Barbarians can convert money into food.


Much like barbarian warlords, tribes begin with a single demihuman warlord that randomly pops on the overland map one day. The tribal warlord is automatically given the "chief" position of the tribe. As a chief, he also has the equivalent popping functions as five cities. The chief may, or may not, pop more tribal units at dawn of every turn, as if he was a city. All units will pop in the same hex that the chief is currently located in. A chief is not a city, however, so money must be gained in order to pop tribal units. This money may also be used to promote existing units, or create items/consumables.

Demihuman warlords are advanced infantry that can range from small to huge sized. Please use the stats from chapter 2. Advanced Infantry.

The main difference between a barbarian, and a tribe warlord, is the purse special. While barbarians can disband all units that follow him. Tribe chiefs cannot, and members of the tribe that cause issue end up being exiled instead.

Units may be popped at a cost of 1,000$*unit rank, with additional multipliers, depending on size and specials. The pop rate, when funded, is the same as for a 4 city. The chief has full control over when a unit will pop, and what unit it will be.

A tribe can pop a single, rank 1, standard, medium, unit a turn. Other items can also be popped, such as food, clothing, and weapons.

Every tribe has 6 ranks worth of unique units, which includes the warlord class that the original chief pops as (warlord normally costs 2 ranks).

All members of a tribe have access to two specials. Promotion, and scout. These specials are free and come automatically for every tribal unit. Additionally, the tribe chief has a ruler sense that allows him to know where there units are, and send them orders, even when they are in different hexes.

In addition, tribes have one shared special, which all members share. This is called a tribal special, and it becomes a central point in the identity of the tribe. This is not a free special, however.

An important thing to remember is that tribes do not need smuckers to survive. As long as they get enough food every day, they can meet upkeep. Additionally, tribes can pop in hexes that have already met their total unit capacity. There are no restrictions for being able to pop new units.

Chief: The first warlord of a tribe has this position. Should the chief die, then the most senior warlord of the tribe becomes the new chief. The abilities of the chief are the ability to give orders to all other members of the tribe, like a ruler. To know the general location, and condition, of all other members of the tribe. It also allows the chief to decide if to allow someone to join, or be excommunicated, from the tribe. To decide how schmuckers gained will be spent. Chiefs may not disband a tribe member, however.

Co-Chief: The name for any other tribal warlords. If the chief dies, one of them will become the chief instead. When allied to a side, the ruler of that side can appoint a new chief at any time. If there is an alliance break, the oldest warlord becomes the new chief again.



Examples

Hobgobwins: stabbers (rank 1), knights (rank 1), heavy knights (rank 2), warlord (rank 2). Total =6 ranks
Tribal Special: Dance fighting

Marbits: digger (rank 1), axemen (stabbers with axes; rank 1), spearmen (rank 1), crossbow (rank 1), warlord (rank 2) Total= 6 ranks
Tribal Special: Underground terrain bonus.

Breeding
  • If 10, or more, pairs in the tribe, pairs can engage in copulation for the night. This increases pop rate to the equivalent of 2 cities. All units must copulate in the same hex as the chief. Double cost for all units.
  • If 20, or more, pairs in the tribe, pairs can engage in copulation for the night. This increases pop rate to the equivalent of 3 cities. All units must copulate in the same hex as the chief. Double cost for all units.
  • If 30, or more, pairs in the tribe, pairs can engage in copulation for the night. This increases pop rate to the equivalent of 4 cities. All units must copulate in the same hex as the chief. Double cost for all units.
  • If 40, or more, pairs in the tribe, pairs can engage in copulation for the night. This increases pop rate to the equivalent of 8 cities. All units must copulate in the same hex as the chief. TRIPLE cost for all units.
  • An 8 cities equivalent is the maximum pop rate for a tribe.
Example: A hobgobwin chief wants to pop 40 knight class hobs. This will normally take 40 turns, at a cost of 40k. However, if there are 30 male/female pairs breeding every night in the same hex as the chief, this will take 10 turns (4 a day). Cost double to 80k smuckers. The chief then wants to pop an additional 120 stabber class hobs. While breading, this will take 5 turns (24 a day), rather than 25 turns (6 a day), and cost 40k smuckers (120/6=20k*2)

Example: Queen Jillian wants to breed as many rank 1 giants as she can over the course of 5 days. Since breeding only pops units the day after breeding starts, she can only pop units for 4 days. Popping units at the max rate means she can pop 8 giants a turn, at triple cost. After 4 turns of popping, she has a total of 32 giants, at a cost of 96k (if she has popped 32 giants at the normal rate, she would have cost 32k instead).


Standard Tribal Specials
Non-human tribes always have the following specials that have no cost.
  1. Promotion: ANY tribal unit can become any other unit that is available. Even a warlord can be promoted backwards to become a stabber (maybe as punishment for being a poor chief). Cost for promotion is 1000$* new unit rank.
  2. Scout: because tribes are generally small groups and the members can't be shepherded by their warlords all the time. There is no safe harbour for tribes, and their numbers are usually limited without a human side to back them up.
  3. Chief Abilities: Upon being granted the position of chief, a tribal warlord is given powerful abilities.
    1. Smucker Purchases: Only a chief can decide what to do with smuckers. When the tribe has them he can decide to spend them on new units, promotions, or items/consumables.
      1. When buying new units, units will pop at the same speed as a city can manage. Rate can be increased by having warlords in the tribe. Up to a limit of five warlords (including chief), which would be the equivalent of 5 cities.
    2. Relay Orders: Allows chiefs to sense where their units are and give them orders, even if they are not in the same hex, just like the ruler of a side can.
    3. Ruler Sense: Can sense the location of all his units, and can understand their general condition, with extra effort.
    4. Alliance: The head chief has sole discretion on the matter of making alliances for the tribe, although such an act is generally left to a vote by all warlords.
    5. Exile: While the head chief may not disband any member of the tribe, he does have the power to cut that unit off from the group. When a unit is exiled. Chiefs no longer can give that unit orders, or have a sense of the exiled unit's location. Exiled members do not benefit from any alliance the tribe has formed with a side. In order for an exiled member to create his own tribe, he must either be a chief, or find enough money to promote himself to a chief.
    6. Joining: Any chief can allow a new member to join. Only units that are of the same race, and have the same tribal special may join a tribe (Juggle knights have multiple tribal specials, so they can take in more types) Chiefs that join a tribe count as if they had been popped that turn. Example: A chief that is 100 turns old joins a side with a 50 turn old chief. The 50 turn old chief is next in line for head chief, not the 100 turn old chief.
A tribe also has one special, that all units of the tribe must take. This is not a free special. What that special is can vary. Gobwins all have the underground special, all hobgobwins have the dance fighting special, all juggle elves have the random special.

Human Tribes

All humans also belong to a tribe. I'm not really sure what this means though.

Examples: Stanley of the Plaid tribe.


ADVANCED RULES FOR CREATING TRIBE CLASSES: Click here.


5. Additional bonuses

It's important to note that warlords do not benefit from the chief warlord bonus, as this only works for units that do not have a leadership special themselves. Furthermore, leadership specials do not stack If you have multiple warlords in a stack, you only gain one bonus from this.

The bonus gained is always the highest bonus available from the stack, even if the warlord with the highest bonus is not currently leading said stack. Usually it is, but there are times when a warlord would find himself in charge of a stack despite not being the highest ranked warlord. This is one of the few situations where a high leveled warlord can be forced to obey the orders of a low leveled one.


6. Fighting
  • Screening: Now screens come to the fore. At the start of the turn, the commander states which units in his stack are screening for him. This can be all of them, but they must be in his personal stack. If there is a unit in the way of an (ranged) attack that is aimed at the stack leader, a screening unit may intercept with a defense roll. If screening unit fails defense roll by 5+, then target is hit instead. Restriction: may not screen during an ambush round; screening units may not already be in melee combat; must be in the same combat-line (see directed fighting, below).
  • Stack sense: Warlords can tell if a unit is in the personal stack of another sided warlord, and which warlord is stacking with it. Can tell if a warlord is actively using the "share senses" special with a unit.
A unit with the scout/command special, can also voluntarily intercept an attack for the same benefit, if they can see it.


Bull Rush (moved from chapter 2)
At the start of your attack phase you may declare that you are attempting to bull rush through the enemy units. This action works differently depending on the relative sizes of the units

  • If attacker is smaller than target: Cannot bull rush.
  • If attacker is same as target but has basic trait: Cannot bull rush.
  • If attacker is same as target: Cannot bull rush without a shield. With a shield, roll against your defense stat, while enemy rolls combat. : For every point of health you have over the unit you are bull rushing, gain a +1 to the roll, for every point of maximum health you have under the unit you are bull rushing, suffer a -2 to the roll. If successful, you knock the other unit aside and take his spot on the hex. If you fail, you are damaged as normal. You may only do a bull rush if you have not been engaged in combat in the previous round. You may only bull rush units that are the same size as you are or smaller (if target is smaller, automatic success).
Unlike with normal attacks, you may continue to bull rush as many units as you can keep successfully rolling against, however, each bull rush costs 2 additional move, and requires unit to win an additional attack (cost is 1 additional move if target is one size smaller; no additional cost to move if target is two, or more, sizes smaller). Therefore, an infantry can only do it a maximum of two times per turn against other infantry.
  • If attacker is 1 size larger: Automatic bull rush, costs 2 extra move.
  • If attacker is 2 sizes larger: Automatic bull rush, costs 1 extra move.
  • If attacker is 3+ sizes larger: Automatic bull rush, no additional cost. Roll 1d10, a ten has target get stomped on.





7. Ranged fighting

When attacking a warlord stack, some new rules apply.

Archery units can attack ANY unit of a warlord's personal stack during combat (+1 defense for mid line targets; +2 defence for rear line targets. See Directed Fighting, below), but a unit that is not engaged in melee combat can declare that they are screening for the target instead (they roll defense instead of target, and get hit if fail, if unit fails by +5, target gets hit).
Larger units on the mid/rear line, can be targeted by archers without penalty. Smaller units on the mid/rear line may not be targeted by ranged units.


Archery Reinforcements
When a stack is attacked, there may be a different stack of archers in range that can lend support. Calculate their initiative separately.
  • Archers may only fire 1 round during ambush/ranged combat rounds.
  • Archers may not fire during initiative round.
  • Archers may not fire during first combat round, if surprised.
  • Archers may fire during first round of normal combat, if prepared, and IF they have won initiative vs the enemy stack.
    • ie) Attacked stack wins initiative against enemy, but archer stack does not, then archers may not fire this round.
    • ie) Attacked stack loses initiative against enemy, but archer stack does, then archer fire at the same time as attacked stack.
  • Every additional combat round, archers fire during the same combat phase as attacked stack.


8. Player Characters

Players can pop as either a basic infantry, an advanced infantry, a rank 2-3 warlord/caster, or a tribal chief.

  • If player character is a basic infantry, add the scout special, and increase upkeep by 50% (unless character is a scout, which already has the special)
  • If player character is an advanced infantry, add the promotion special, and increase upkeep by 50% (unless character is part of a tribe, which gets the promotion special for free).
  • When promoting. Character becomes a rank two warlord. The weapon speciality can change to whatever the player wishes (example: sword fighting uses a bow instead).

Playing as a warlord/caster in a world like this can be extremely hazardous, and, unlike in many RPGs, the player does not have some special advantage. There are no civilians in Erfworld, and no overpowered units are allowed an innate advantage over others (however, items/casting can increase power in various ways). However, players do have one thing that most NPCs do not.

All players gain access to an ability that is called "Fate Points". Players have a limited control over Fate and can survive things that would kill other units. Whenever a hit would cause the player's character to die, a fate point is used instead, and the blow will retroactively miss. This can be done 3 times before the player's ability to defy fate is overwhelmed. If the player is hit again, this time he shall surely die.

Players can also spend fate points to automatically crit against any other unit that doesn't have any fate points.

Fate Points can be gained the same way they are used. By altering what should be a killing blow, to a miss, or fumble, instead. Deliberately failing to make a killing blow on a non-allied unit allows the player to restore one fate point in his pool of three. Player can also gain 1 fate point by allowing 2 units he is stacked with to be critted. To do this, player declares that the next 2 units to be attacked will be automatically critted. Player cannot do this unless the stacked units are also gaining a stack bonus. Only one stack per turn can be drained in this way.

Negative Hits: Players may also get negative hits, like in D&D? They only die immediately if they go over -5 hits or something If the total is less, say -3, they are incapacitated and will die at the start of their next turn instead.


Even as a player, actions your character takes are limited by three things, when part of a side. About the only people that are truly free in their minds are rulers, and barbarians.

  • Duty: Most strongly affects commanders. Chief warlords are most affected. It makes them want to use their own initiative in the service of the Ruler. It also makes them reluctant to withhold information, unless they are convinced that it is in their Ruler's best interests for them to do so. You must always consider, at all times, if this action is to the benefit of the side, rather than simply yourself.
    • Suicide: While it is unlikely for a player to commit such an act, the fact is that this is one example of how choice is restricted. If a unit believes that an act would bring ruin to a side, they will disobey that act, even if it meant being disbanded for doing so. On the other hand, willfully ending your own life, no matter how much you might wish to do so, is quite impossible if you feel that there is any possible benefit to staying alive for your side. While a ruler, or barbarian, might be able to self delete, sided commanders cannot.
    • Duty among non-commanders: When asked to attack, duty helps remove their fear of dying, and feel pride in their actions. Auto attacking is a form of duty. Likewise, duty prevents them from committing actions that would cause their deaths, if the manner of dying would hurt the side in any way, shape, or form. The more intelligent among the scout units also may act more on their own initiative. Explorers tend to exhibit this most strongly among the knight classes.
  • Loyalty: Loyalty can be to an idea/side/or person. Loyalty can be used to subvert duty, but a loyalty this strong means a unit is subject to being influenced by that unit's desires. Infatuation and love can be seen as a form of loyalty.
  • Obedience: Obedience means that units are compelled to obey orders. However, depending on the unit's relative Loyalty or intelligence, they may voice their disagreement or outright disobey the orders if they believe the order goes against higher orders or their Ruler's interests. Disobedience may cause the unit to disband, but a clever and resourceful unit, can carry out a lot of stuff under the table.




9. Turn Order

Leadership bonus is added to the move of all units in the stack when determining initiative.

If Warlord has improved initiative, +5 move to all units, that don't also have improved initiative, in the stack when determining initiative.


10. Directed fighting

The front line protects the rest of the stack and must make up at least 50% of the stack's composition. Mid-liners are slightly behind the front liners, and serve as backup. Rear liners are for units that should not be in melee range, such as ranged units.

Front line is overrun if enemy front line has more than twice the number of units, at which point the mid-line also joins in. If both the front and mid line are overrun (enemy must have double the number of units) then excess enemy units may attack the rear line.

General Rules
  1. warlord stack gets the warlord's leadership bonus (must discard Chief Warlord bonus).
  2. Warlord stack automatically has access to the stack bonus.
  3. Warlord stack is divided into three sections
    1. Front-line attack first
    2. Mid-line melee units may attack enemy front liners that are being attacked by allied front-liners, if they have a 10'+ reach, and are not already being attacked by another mid-liner.
      1. Enemy melee units with a 10'+ reach may not attack mid-line units initially, but may in a future turn if using target shift, or cleave special. Ranged units may attack, however.
    3. Rear-line, outside of melee combat, can't be attacked until the front/mid-lines are overrun.
Defensive Bonuses in a directed stack
  • Front-line units are attacked as normal, and gain no defensive bonus. However, they can only be attacked by 2 same sized enemy melee units at once (or 3 enemies that are one sized smaller, or 1 enemy that is one size larger).
  • Mid-line units gain +2 defense, and can only be attacked by 1 enemy melee unit at once.
    • If 1 size larger than 75% of front line units, +1 defense. If 2 sizes larger, +0 defense.
    • If 1 size smaller than 75% of front line units, +4 defense, If 2 sizes smaller, can't be directly hit.
  • Rear-line units gain a +4 defense, and may not be attacked by enemy melee units.
    • If 1 size larger than 75% of mid-line units, +2 defense. If 2 sizes larger, +0 defense.
    • If 1 size smaller than 75% of mid line units, can't be directly hit.
Exceptions:
  • When flyers attack ground units, any unit can be attacked, and defense bonus has a maximum of +1 for mid-line units, and +2 for rear line units.
  • Using the bull rush move can allow a larger sized unit to break into the rear line and immediately attack afterwards.
  • Swarm sized units can bypass front/mid line units that are actively engaged in combat, but will still suffer a free attack, at 1/2 combat, by the unit they are bypassing (they get stomped by their feet). This happens once per line that gets bypassed.
Screening: A unit that is not engaged in offensive combat can declare that they are screening for the target instead (they roll defense instead of target, and get hit if fail, if unit fails by +5, target gets hit). To screen unit must be in the same defensive line of a directed stack as screen target.

Size modifiers:
  • A larger unit on the front/mid lines can't be overrun by smaller enemy units, unless enemy units total double the hits of the larger unit.
  • Larger units on the mid/rear line, can be targeted by archers without penalty. Smaller units on the mid/rear line may not be targeted by ranged units.
Example stack:
A typical warlord 8-stack might look like this.
  • Front line: 4 stabbers
  • Mid line: 2 pikers
  • Rear line: 1 Warlord; 1 archer
If he confronted 8 feral wolves. The wolves would only be able to attack the front line. If there were 16 wolves, then they would have enough to overrun the front/mid lines and have 4 wolves that could also attack the rear.


11. Template Tests
Rank 2 Warlord Rank: 2
Level: 1 Experience: 0/8
Upkeep: 60$ Type: infantry
Size: medium Weight: light
Terrain: land (ground rider)
Combat: 5 (4 base +1 leadership)
Damage: 1 Cap: 8 (+0 stk)
Reach: 5' Weaponry: sword/middle
Defense: 5 (4 base +1 leadership)
Dodge: 0
Hits: 6/6 Move: 8
Special: Scout, Command, purse, Leadership, initiative {player may substitute this special, at GM's discretion}
Note: If unit was created by promotion, -1 to combat and defense. Promoted warlords may not substitute specials.
Rank 3 Warlord Rank: 3
Level: 1 Experience: 0/8
Upkeep: 80$ Type: infantry
Size: medium Weight: light
Terrain: land (sky rider)
Combat: 5 (4 base +1 leadership)
Damage: 3 Cap: 8 (+0 stk)
Reach: 5' Weaponry: sword/middle
Defense: 5 (4 base +1 leadership)
Dodge: 0
Hits: 6/6 Move: 8
Special: Scout, Command, Purse, Leadership, Fate's Favour,
Adv. initiative {player may this substitute special, at GM's discretion},
??? {player choice}
Note: Can only pop in the capital. Considered descendant of the ruler.
May also be an heir. May be called a royal, if popped by a king, and
royals may only ever be a rank 3 unit. However, this has no game mechanical advantages over a non-royal rank 3 warlord.
Courtier Rank: 2
Level: 1 Experience: 0/8
Upkeep: 5$ Type: infantry
Size: medium Weight: light
Terrain: land (garrison -75% upkeep)
Combat: 0
Damage: 0 Cap: 0/0
Reach: 5' Weaponry: fist/short
Defense: 0
Dodge: 0
Hits: 6/6 Move: 9
Special: Scout, command, purse, promotion, faster production
Note: combat/defense 0 = -2 rank cost
Caster Rank: 2
Level: 1 Experience: 0/8
Upkeep: 60$ Type: infantry
Size: medium Weight: light
Terrain: land (plains)
Combat: 1 (0 base +1 noble)
Damage: 0 Cap: 8/1
Reach: 5' Weaponry: dagger?/short
Defense: 1 (0 base +1 noble)
Dodge: 0
Hits: 6/6 Move: 9
Special: Scout, command, purse, Casting (shockomancy), etiquette
Note: a noble that popped in a level 3 city, must take etiquette
Giant Warlord Rank: 3
Level: 1 Experience: 0/8
Upkeep: 80$ Type: infantry
Size: large Weight: heavy
Terrain: land (general)
Combat: 6 (5base +1 leadership)
Damage: 5 Cap: 15/3
Reach: 10' Weaponry: club/middle
Defense: 6 (5 base +1 leadership)
Dodge: +1
Hits: 12/12 Move: 10
Special: Command, Leadership, batting (tribal), advanced initiative, receive senses, heavy (-2)
Note: All tribal infantry units have scout, and promotion, for free.
Gobwin Warlord Chief Rank: 2
Level: 1 Experience: 0/8
Upkeep: 20$ Type: infantry
Size: small Weight: light
Terrain: land (plains)
Combat: 4 (3 base +1 leadership)
Damage: 2 Cap: 6/1
Reach: 5' Weaponry: sword/middle
Defense: 4 (3 base +1 leadership)
Dodge: +1
Hits: 3/3 Move: 6
Special: Command, Leadership, underground combat (tribal), advanced initiative, receive senses, Chief commands
Note: All tribal infantry units have scout, and promotion, for free.
Note: A chief makes all the decisions for the tribe. Such as how to spend smuckers.
Has the ruler sense to know where units are. Can decide to have units join or leave the tribe.



12. Sample Combat

I will now write down 4 small battles between infantry that gradually add more of the various rules mentioned in this article.
Combat order is as follows.
1. State of units
2. Determine initiative
3. Determine combat Pairings
4. Ambush/Ranged Combat
5. Initiative round
6. Begin normal combat. Round 1:
Round 2:
etc.

Example #1
Noble Warlord Rank: 2
Level: 1 Experience: 0/8
Upkeep: 40$ Type: infantry
Size: medium Weight: light
Terrain: land
Combat: 5 (4+1+1)
Damage: 1 Cap: 8 (+0 stk)
Reach: 5' Weaponry: sword/middle
Defense: 5 (4+1+1)
Dodge: 0
Hits: 6/6 Move: 8
Special: Scout, Command, Leadership, purse, advanced initiative
Note: stacked +5; leadership +1
Promoted Warlord Rank: 2
Level: 6 Experience: 0/8
Upkeep: 90$ Type: infantry
Size: medium Weight: light
Terrain: land
Combat: 0 (incapacitated)
Damage: 0 Cap: 8
Reach: 5' Weaponry: sword/middle
Defense: 0 (incapacitated)
Dodge: 0
Hits: 7/7 Move: 0 (incapacitated)
Special: Scout, Command, Leadership, purse, advanced initiative
Note: stacked +1; leadership +6; incapacitated 0 cbt/def/mv (pinned, can't move); promoted from a rank 1 unit, -1 cbt/def
Stabber *5 Rank: 1
Level: 1 Experience: 0/8
Upkeep: 7$ Type: infantry
Size: medium Weight: light
Terrain: land
Combat: 8 (2+5+1)
Damage: 4 Cap: 4/1
Reach: 5' Weaponry: sword/middle
Defense: 8 (2+5+1)
Dodge: 0
Hits: 4/4 Move: 6
Special: Promotion; Adv. Initiative
Note: stacked +5; leadership +1; there are 5 stabbers total.
Hobgobwin Heavy Knight Rank: 2
Level: 1 Experience: 0/8
Upkeep: 40$ Type: Infantry
Size: large Weight: heavy
Terrain: land
Combat: 12
Damage: 11 Cap: 15/3
Range: 10' Weaponry: axe/medium
Defense: 11
Dodge: -2
Hits: 12/12 Move: 11
Special: dance fighting (tribal), adv. initiative, power strike
Note: tribes get scout/share senses/promotion for free; stacked +1; leadership +6; unarmoured -1 def
Blue: warlord (lv 1); 5 stabbers; CW +2 (can't be used in conjunction with leadership)
Green: warlord (lv 1; commoner; incapacitated); heavy hobgobwin knight; CW +1 (can't be used in conjunction with leadership)
1. State of units
Blue
and Green are Prepared.
Stack order is as follows
Blue: 1 stack; front-line (stabbers*5); rear-line (warlord)
Green: 1 stack; front-line (hobgobwin); rear-line (warlord)
2. Determine initiative
Green's
warlord is incapacitated, and has 0 move. However, she still has advanced initiative (+5), and leadership (+6) giving her an 11.
Blue's stabbers have a move of 6, have advanced initiative (+5), and leadership (+1) giving them a 12.
Green Blue
Blue
has the initiative over Green.
3. Determine combat Pairings
Front line must be paired first. Blue has 5 stabbers on the front line, and Green has the hobgob. To overrun Green's hobgobwin, which is of a larger size than anything Green has, Blue must have at least 24 point worth of hits. The total hits of 5 stabbers is only 20.
All 5 stabbers attack the twoll, while both warlords remain in the rear.
heavy hobgobwin knight
Hits:
12/12
stabber#1; #2; #3; #4; #5
Hits:
4/4; 4/4; 4/4; 4/4; 4/4
4. Ambush/Ranged Combat
Both sides are prepared, but lack ranged weapons, so no ambush or ranged combat possible.
5. Initiative round
  • Blue has initiative, so both knights can launch a free attack on Green .
  • Green's hob has superior reach, and has a readied attack, however. He attacks stabber#1.
  • Stabber has a current defense of 8 +2 dodge. Hob has a current combat of 12.
  • Players roll 1d10 each. Hob wins roll, does 11 damage to stabber#1.
  • Cleave special activates. Hob attacks stabber#2.
  • Players roll 1d10 each. Hob loses roll.
  • Remaining stabbers may not attack hob, since he has used a readied action.
  • Stabber#1 is below -1 hits, dies.
heavy hobgobwin knight
Hits:
8/12
stabber #1; #2; #3; #4; #5
Hits:
-1/4; 4/4; 4/4; 4/4; 4/4
6. Begin normal combat. Round 1:
  • Four stabbers attack the hob. When a unit is outnumbered by 4 units that are within 1 size category, -2 cbt/def.
  • Hob may not attack due to heavies only being able to attack every second round.
  • Stabber has a current combat of 8. Hob has a current combat of 11 -2 dodge -2 outnumbered = 7 defense. However, since he is 1 size larger, he may not be auto-defeated by being outnumbered.
  • Players roll 4d10. Hob is hit twice. Stabbers do 4 damage per hit, and hob has 2 dr. Total damage is 4.
  • Hob is at 8/12 hits.
heavy hobgobwin knight
Hits:
8/12
stabber #2; #3; #4; #5
Hits:
4/4; 4/4; 4/4; 4/4
Round 2:
  • For hob's movement round, he does a bullrush, which is movement, not an attack. Stabbers are too small to block, and are pushed aside. This is treated as an overrun, and, as such, hob may attack the rear this round. Since there is only the warlord on the back-line hob can attack him directly.
  • Warlord has a current defense of 10 +2 dodge. Hob has a current combat of 12.
  • Both players roll 1d10. Hob wins. Does 11 damage.
  • Royal Warlord is at -5 hits, dead. Stack bonus is gone, leadership bonus is gone, formation is gone, CW is in effect again +2
  • Cleave special takes effect, but there are no other units on the rear line, so there is no one to target.
  • Warlord: -1/6, dies.
heavy hobgobwin knight
Hits:
8/12
Royal Warlord
Hits:
-1/6
Stabbers are now auto attacking. Auto attacking ignore incapacitated unit when there is an active enemy unit in the area (if they didn't, then they would keep attacking enemy units that are at 0 hp, which also counts as incapacitated). stabbers turn around and give chase to hob. Will reach him next round, if hob does not retreat.
Round 3:
  • Stabber has a current combat of 4. Hob has a current defense of 11 -2 dodge -2 outnumbered = 7 defense.
  • Hob may not attack this round, so he must roll defense.
  • Both players roll 4d10, all 4 stabbers hit hob. Stabbers do 2 damage but hob's DR is also 2, making it 0 damage.
  • Blue rolls 1d10, a 4 or less does 1 damage to hob. Success. Does 1 damage.
  • Hob has 7/12 hits left.
heavy hobgobwin knight
Hits:
7/12
stabber #2; #3; #4; #5
Hits:
4/4; 4/4; 4/4; 4/4
Round 4:
  • Hob fights Stabber#2; defends against stabbers #3, #4, #5
  • Stabber#2 have a current combat of 4. Hob has a current combat of 12 -2 outnumbered = 10 combat.
  • Stabber#3, #4, #5 have a current combat of 4. Hob has a current defense of 11 -2 dodge -2 outnumbered = 7 defense
  • Players roll 4d10. Hob hits, kills stabber; stabber #4 hits.
  • Blue rolls 1d10, a 1 does 1 damage to hob. Fails.
  • Cleave special takes place. Hob attacks stabber#3. Stabber#3 has a current defense of 4 +2 dodge = 6 defense.
  • Players roll 1d10. Hob hits, kills stabber
  • Stabbers#2, #3 are dead.
heavy hobgobwin knight
Hits:
7/12
stabber #2; 3; #4; #5
Hits:
-1/4; -1/4; 4/4; 4/4
Round 5:
  • Hob defends against stabber#4; #5
  • Stabbers have a current attack of 4. Hob has a current defense of 11 -2 dodge -1 outnumbered = 8 defense
  • Players roll 2d10. Hob defends both.
heavy hobgobwin knight
Hits:
7/12
stabber #4; #5
Hits:
4/4; 4/4
Round 6:
  • Hob fights stabber#4, defends against stabber #5
  • Stabber#4 has a current combat of 4. Hob has a current combat of 12 -1 outnumbered = 11 combat.
  • Stabber#5 has a current combat of 4. Hob has a current defense of 11 -2 dodge -1 outnumbered = 8 defense
  • Players roll 2d10. Hob hits and defends. Does 10 damage. Stabber#4 dies.
  • Cleave special takes place. Hob attacks stabber#5 with 11 combat. Stabber#5 has a current defense of 4 +2 dodge = 6 defense.
  • Hob hits.
  • Stabbers#4; #5 are dead
heavy hobgobwin knight
Hits:
7/12
stabber #4; #5
Hits:
-1/4; -1/4;
Green WINS!

 
Last edited:
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Issues:


  1. Fliers half cost if they land before entering hex? If they walk into an area, can they cost half? If a hex is reinforced while on the ground, can they count as grounded? Meaning they can't fly until next turn but count as if a land unit for unit supply cost?
  2. Include rules for foraging for the Terrain hex limits?
  3. Signal horns for for warning when units are entering the hex. Not sure if horn blowers can sense when this happens or not.
  4. Possible buff to archers shooting at units that can't fight back. Tired mechanic. Fresh>tired>exhausted.
  5. Terrains can give defensive bonuses. It's not just about move penalties, there are bonuses for fighting.
    1. High ground gives a defensive bonus. Probably a +1 to cbt/def.

Chapter 05- Toma RPG: Mass Combat

While small scale battles can be fun, Erfworld, is at its core a war game where hundreds, and thousands, of units will fight and die against each other.


1. Stats

When managing larger groups, it becomes necessary to add in another stat.

Upkeep
Upkeep lets you know how large an army you can have at any one time. If your upkeep becomes larger than your smuckers on hand, then units will begin to automatically disband. Upkeep will also act as a supply cap, dictating how many units you can fit into a hex at any given time.

Upkeep varies primarily on the size, and rank, of a unit. The base cost is size, and this number is multiplied by rank. Some units also have the adv. production special, which lowers upkeep, and increases pop rate, in exchange for lower starting abilities (only light units may use this special). Tiny units gain an increased pop rate in exchange for lowering speed and specials, but upkeep remains the same. Also, some units have one or two specials above the normal limit for their rank. Each time this is done increases the upkeep of a unit by 50%. A 100% upkeep increase from buying two specials is actually more costly than buying a higher rank unit, but this is balanced by the additional rank of unit building, and faster pop time. The final modifier is for non-tiny units, that do not buy extra specials, may also lower cost by 10% by buying the "lower upkeep" special (not useable for tiny units, or units with the production special).

Furthermore, there are limits to the rank of a unit, depending on its size. Large units can be any of the four ranks, but all other sizes face restrictions. The base upkeep of a huge unit is 100$, but since huge units have a minimum rank of three, the lowest standard upkeep is actually 300$.

Here is a full chart of the size and upkeep of the various units.
SizeMinimum
Rank
Basic Upkeep * Combat Groupings
= total cost
Increase Production Special
(Unit becomes a Rank 1)
Rank 1Rank 2Rank 3Rank 4Special +1
Tiny11.25$ * 128 = 160$N/A*1N/AN/AN/AN/A
Petite15$ * 32 = 160$N/A*1N/AN/AN/A*1.5
Small110$ * 16 = 160$5$ * 16 = 80$*1*2N/AN/A*1.5
Medium120$ * 8 = 160$N/A*1*2*3N/A*1.5
Large280$ * 2 = 160$40$ * 2 = 80$N/A*1*2N/A*1.5
Huge3160$ * 1 = 160$N/AN/AN/A*1N/A*1.5
Massive4320$ * 1 = 320$N/AN/AN/AN/A*1*1.5
Note: In very rare cases, a basic infantry may pop with the scout special. Player characters count as this.
Note: +1 rank multiplier for units with purse special (rank 2 commander counts as rank 3).


Additionally, there are three specials that, while they don't add to the initial upkeep cost, will increase the cost of the unit with every level up. They are leadership, caster, and randomized enhancement. Base upkeep multiplied by unit rank, and increase base cost by 1/4 with every level up. Example, a level 5, rank 1, unit would have double the upkeep of a normal level 1.

Casters will also increase their upkeep again by 100% every time they upgrade their magical proficiency. There are three levels of this, novice, adept, and master. There is also a 0 rank, called amateur, no additional cost for this?


Move/Terrain

Move is the stat needed in getting armies in position to fight each other in the first place. Units are moved on a massive strategic map (read section 3), much like an RPG, with combat being zoomed in when a battle is to take place.

The most important aspect of hex boundaries is that they determine the terrain type that a unit is traveling in. Many of these hex terrains give a movement penalty. You subtract the penalty from your per round movement total (aka max movement).



Combat/Defense/Move/Hits

None of these stats have much importance during a mass battle, And can each can be summarized in a single line or two.

Combat: When the unit is on-turn, this stat is used.

Defense: When the unit is off-turn, this stat is used.

Move: Not used for mass combat.

Hit Points: Dictate the survivability of the army units, and are already calculated into the combat ratio between enemy units of different sizes. There are some limited benefits for having a higher hp than the standard unit, however. It can sometimes allow units to suvive a blow that would have killed.



2. Leveling




As a reminder to myself. ADD LEVELING CHARTS. General rule of thumb was 8 pikers to level up a knight.
The points gained is equal to the base upkeep cost of the unit, if both units are the same size, with the exeption of production units, that give out a quarter of the normal exp. For each level up, there is a minor stat bonus to the character. However, the exp requirement for each level up requires exponentially more exp.

tiny 1exp
petite: 4 exp
small: 8
Med; 16
Large: 64
Huge: 128
Immense: 256









Levels are gained primarily by killing enemies. While there is a system for individual units to become stronger, there also needs to be a way for mass combat to level units up as well.

The points gained is equal to the base upkeep cost of the unit, if both units are the same size, with the exeption of production units, that give out a quarter of the normal exp. For each level up, there is a minor stat bonus to the character. However, the exp requirement for each level up requires exponentially more exp.


Unit SizeExp gain * combat group sizeLevel 2Level 3Level 4Level 5Level 6-9Level 10-13
Tiny1 exp * 128 = 128 expCost: 1 exp
Bonus: +1 move
Cost : *2 (2 exp)
Bonus: +1 combat;
+1 defense
Cost : *2 (4 exp)
Bonus: +1 hits
Cost : *2 (8 exp)
Bonus: +1 combat;
+1 defense
Cost: *3 (24/72/216 exp)
Bonus: Repeat from
lvls 2 - level 5.
Cost: *4 (864/3456/13,824)
Bonus: Repeat from
lvls 2-5
Petite4 exp * 32 = 128 expCost: 4 exp
Bonus: same as tiny
Cost : *2 (8 exp)
Bonus: same as tiny
Cost : *2 (16 exp)
Bonus: same as tiny
Cost : *2 (32 exp)
Bonus: same as tiny
Cost/Bonus:
Same as tiny.
Cost/Bonus:
Same as tiny.
Small8 exp * 16 = 128 expCost: 8 exp
Bonus: same as tiny
Cost : *2 (16 exp)
Bonus: same as tiny
Cost : *2 (32 exp)
Bonus: same as tiny
Cost : *2 (64 exp)
Bonus: same as tiny
Cost/Bonus:
Same as tiny.
Cost/Bonus:
Same as tiny.
Medium16 exp * 8 = 128 expCost: 16 exp
Bonus: same as tiny
Cost : *2 (32 exp)
Bonus: same as tiny
Cost : *2 (64 exp)
Bonus: same as tiny
Cost : *2 (128 exp)
Bonus: same as tiny
Cost/Bonus:
Same as tiny.
Cost/Bonus:
Same as tiny.
Large64 exp * 2 = 128 expCost : 64 exp
Bonus: same as tiny
Cost : *2 (128 exp)
Bonus: same as tiny
Cost : *2 (256 exp)
Bonus: same as tiny
Cost : *2 (512 exp)
Bonus: same as tiny
Cost/Bonus:
Same as tiny.
Cost/Bonus:
Same as tiny.
Huge128 exp * 1 = 128 expCost: 128 exp
Bonus: same as tiny
Cost : *2 (256 exp)
Bonus: same as tiny
Cost : *2 (512 exp)
Bonus: same as tiny
Cost : *2 (1,048 exp)
Bonus: same as tiny
Cost/Bonus:
Same as tiny.
Cost/Bonus:
Same as tiny.
Immense256 exp * 1 = 256 expCost: 256 exp
Bonus: same as tiny
Cost : *2 (512 exp)
Bonus: same as tiny
Cost : *2 (1,024 exp)
Bonus: same as tiny
Cost : *2 (2,096 exp)
Bonus: same as tiny
Cost/Bonus:
Same as tiny.
Cost/Bonus:
Same as tiny.

When fighting combat groups. The defeat of one combat group is enough to level any other combat group from level 1 to level 2, with the exception of immense combat group, which costs/rewards double the normal rate.



If unit gets to level 14+, continue previous pattern. Exp requirements continue to add an additional multiplier every 4 levels, and the leveling bonuses repeat.

Once there is a three to five size differential, the larger unit may not gain experience from the smaller unless the smaller is killed as a swarm group. A knight killing a single bat will no longer give exp, but if the bat is in a group of 8 units, and the knight defeats all 8, then the knight gains 8 exp. If there is a six size differential, or greater, differential, then the larger unit may no longer gain exp at all.

In addition, exp gain is shared among a group. If a swarm group of bats kills a knight, then all surviving units share the exp. Therefore, since a knight is worth 8 exp, If four bats of the unit-swarm surivived, each would get 2 exp. This exp sharing can scale up to army groups. A typical small group consists of 16 units, while a typical heavy group comprises of 2 units. If a heavy group were to destroy a small group, then the two heavies would equally share the exp from the 16 small units, regardless of who managed to croak the most units.

In order to benefit from exp sharing, all units in a group/swarm must be of the same race.

Units can level multiple times from taking down high value exp targets, but only until level 4. At level 5+ the most any unit can level from a single battle is one level, and all excess exp is lost.

When armies from opposing sides fight, there is an additional restriction. Units can only level after all enemy units in a hex have been defeated.

When killing a warlord, multiply the exp gain by the rank of the unit.

Some units have abilities that get stronger as they level, Such as leadership. For these sorts of units, double the exp gain for every 4 additional levels the unit has beyond the first (at level 5, a warlord is worth double the normal amount, and triple the normal amount at level 9). For these sorts of units, leveling also increases upkeep costs.

Note: Leveling can also increase general knowledge. It's like remembering stuff you knew all along.


3. Strategic Map
The world of Erfworld is not a featureless void. It is a living, breathing, world. That said, it has a number of peculiarities to it.


Terrain Unit Capacity

The world of Erfworld is divided by terrain hexes that measure 1 mile in diameter. This ia a general rule though, not an absolute. Size, much like time, can be relative within a given hex. This allows for cities that are much larger than a mile to fit inside a single hex. On the outline of each hex is a border that cannot be crossed by units when they are either off turn, or at 0 move. Inanimate objects are are sometimes able to pass through, however. It varies. A stick floating down a river may pass through, raft will not. Likewise, a fire burning up a forest hex will not pass to other hexes.

Each terrain hex has a terrain type that will be most prominent. Typical terrain types included plains, forests, and mountain hexes. These hexes cost a variable amount to enter. Plains only cost 1 move, while a jungle hex can cost 4 move. Sometimes a river will flow through a terrain hex, and water may travel between hexes without limit, but if a unit attempts to ride the current to get additional move, he will still bump up against the hex border and will be forced to move to the shore.

Hexes have a unit supply limit of 800. Most units travel in groups that equal 16 supply. Meaning you can simultaniously have 50 combat groups in the same hex. This number can be doubled through the mechanic of hex reinforcement, which is explained in its own section.

Units are grouped up in terms of their supply value, with 16 supply being the primary number used.

sizeIndividual Unit Supply valueCombat GroupingsMax number of Combat
groups allowed
Tiny0.065128 units (16 supply; 80$ upkeep; 128 exp).50
petite0.532 units (16 supply; 160$ upkeep; 128 exp).
50
small116 units (16 supply; 160$ upkeep; 128 exp).
50
medium28 units (16 supply; 160$ upkeep; 128 exp).
50
large82units (16 supply; 160$ upkeep; 128 exp).
50
Huge161 unit (16 supply; 160$ upkeep; 128 exp).
50
Massive161 unit (16 supply; 320$ upkeep; 256 exp).50
NOTE: Cities have special rules, and allow a much greater number units within its territory than normal terrain hexes. The exact mechanics of this will be detailed in a later chapter.





Terrain Movement modifiers (add defensive bonuses too?)


Terrain is explained in depth in chapter 05, however, the general rule is that there is a cost of 1 move for city/road terrain hexes, 2 move for underground/trail hexes. Minimum 3 move for all other terrains, and most other terrains carry additional penalties (which terrain ignore can lower). Meanwhile, fliers treat most terrains as road terrain (exceptions for hills and mountains), which allows for incredible mobility while traveling.

Note: No matter how high the terrain penalties, if the unit has full move, it can enter any adjacent hex, even if total move is lower than the cost. This can only be done if unit has not moved out of the hex it started the turn in.



This is a bit tricky to explain, but for a forest hex, when you travel through it, it costs 2 movement, while passing each hex boundary. This means you can only travel through 3 hex boundaries per day. However within a hex, you can run indefinitely, and the speed which you run is your movement, minus your hex penalty, per combat turn.

In cases where the hex penalty is equal to, or greater than, the unit's total move, it remains at a minimum of 1 hex per round.

Terrain modifiers (does not effect fliers):
Except for high/impasible mountain. Any unit can enter at least one adjunt hex per turn, even if move penalty is higher than maximum move, if move is full.
  • Roads: movement cost is 1 move for every 3 hex borders passed through. May back up into a previously traveled road hex, once, if unit has just gotten to 0 move. Roads can be downgraded to routes.
    • Route: Movement cost is 1. May retreat into previously traveled hex, once, if unit is at 0 move. Routes can be upgraded to a road.
    • Trail: Following a path lowers normal terrain cost by 1. Minimum 1 move. Can be created by diggers/dirtmancer.
    • Pathway: Hidden trail, cannot be picked up by the survey ability. Following a path lowers normal terrain cost by 1. Minimum 1 move. Can be created by hippymancers (only if hex has plantlife).
  • Cities/underground/ruins: No penalty or bonus; costs 1 move.
  • Grassland (plains): -1 penalty; costs 2 move
  • Tundra/desert/Forest: -1 hex penalty; costs 2 move
  • Deep Forest/Hill/tundra: -2 hex penalty; costs 3 move
  • Jungle: -3 hex penalty; costs 4 move (jungle hexes have 1 minute long rain showers every 25 minutes)
  • Snow/mountain/marsh: -4 hex penalty; costs 5 move
  • Bog/Swamp/high mountain: -5 hex penalty; costs 6 move
  • high/impassable mountain: -9. Cannot enter hex unless unit has the minimum move required.
    • With favoured terrain: -2 hex penalty; costs 3 move.
  • Surveying: -1 penalty when active. Penalty not modified by roads, only scouts/commanders can survey.
Note: Hexes may also grant defensive bonuses to units.

Flier Terrain Penalties
  • Valleys: 1 move
  • mountains: -1 move penalty; costs 2 move (no penalty, if unit has lofty heights special)
  • High Mountains: -2 move penalty; costs 3 move (no penalty, if unit has lofty heights special)
  • Impassable Mountains: -8 move penalty; costs 9 move; -1 hit (no protection possible) for every impassible hex unit goes through; unit will die if stranded on an impassable hex at end of turn (unless cold immune)
    • With Lofty Heights special: -3 move penalty; costs 4 move; -2 hits (no protection possible) if stranded on an impassable hex ad end of turn (unless cold immune). If alive max hits drop by -1 until turn ends outside of an impassable hex.

Weather penalties (penalty to move AND combat/defence; move penalty is doubled for fliers)
  • Sunny/overcast: 0 penalty
    • overcast weather hex. no leaves on trees, no sunshine. Sky clears at night for moon though.
  • rain: -0 penalty. Reduced visibility.
    • Heavy rain -1 penalty. Lighting. Big visibility penalty.
  • Snow: -1 penalty. Possible damage if not properly dressed.
  • Blizzard: -2 penalty.
  • Tornado: all units are at 0 move. Cannot enter/exit a tornado hex.
Light ground units may pick 1 terrain to be specialized for no cost. Doing so means no hex penalty for movement in that terrain. Automatic initiative against units that do not have the same terrain speciality. This means that a warlord with the grassland specialty wins initiative against a flier warlord when in a grassland hex, despite lower move.

Air Units:
  • Roads/grasslands/plains/underground/forest/jungle/etc: no penalty or bonus, costs 1 move. Fliers are only affected mountainous terrain modifiers.
  • Mountain: -1 penalty; costs 2 move (if unit has lofty heights special, cost is 1 move)
  • High Mountain: -2 penalty, 3 move (1 move, if unit has lofty heights special)
  • Impassible Mountain: 9 move, and -1 hit per impassible hex crossed (4 move, if unit has lofty heights special)
  • Raining: causes an additional -2 hex penalty, in addition to normal terrain penalties.



Occupied territory

Sided/Allied/Neutral units may not enter a fully occupied allied hex if the cost to move into the hex is greater than the cost to retreat into the previously occupied hex. These units must leave the hex before end of turn, or be auto disbanded.

If a unit has retreated from a hex, that unit may not attack the hex again until his side's next turn start.



Roads


Tiny 1.25 lb (*64 group 80 lb)
Petite 10 lb (*32 group: 320 lb)
Small 40 lb (*16 group: 640 lb)
Medium 160 lb (*8 group: 1280 lb)
Large 2000 lb or 1 ton (*2 group: 2 tons)
Huge 5 tons (1 group)
Immense 40 tons (1 group)
Furthermore. Every side can create various vehicles that can be pulled by large mounts. Having a wagon attached doubles move cost for mounts that pull it. Must be pulled over roads in order to maintain a carry capacity. Must be unloaded when offroad.

  1. Wagon:

    1. [*]Uses one large mount group.
      [*]Pulls 2 med groups. 4 sml groups, 8 pte groups, or 32 tny groups.
  2. Siege wagon

    1. [*]Uses 1 large mount group.
      [*]Pulls 1 med group, 2 sml groups, or 4 pte groups. Tny groups not used.
      [*]Heavily reinforced structure to protect siege units as they attack city walls/gate.
  3. Siege tower

    1. [*]Uses 2 large mount groups (1 group enough for the final push to city walls).
      [*]Pulls 6 (maybe 12?) sml groups
      [*]A 5-story tower to protect siege as they attack city walls/gate. Extra infantry on roof, but not protected.

Pulling carts allows a horse to pull 1.5 times body weight, but digger cart only does 16 diggers.
Tall towers have 5 stories, each with 4 med

1 rider gets to travel on mount, free of cost. Rider must have rider special, must be mounted, must not be incapacitated, must be awake and aware.
Says riders in wagon. They are being carried. Must fit in wagon, still be in the wagon, not climbing or falling off the wagon.
How many


formula is 5× the carrying capacity of the animal drawing the vehicle. So, for a cart via a donkey, it's:
2100 lbs. − 200 lbs. (for the cart itself) = 1900 lbs., as @Miniman's answer states.
Except a Wagon would allow for two donkeys... meaning:
4200 lbs. − 400 lbs. = 3800 lbs.
This means that one horse can pull 7 medium groups with no move.

Cart carry must stay on roads.

Horse carries 1/5th body weight. That's 2.5 medium units
Horse pulls 5 times body weight(SHORT DISTANCES), minus 200 lb for cart, is 9800 lb 61.25 med units. In 8-groups is 7.6 medium groups. FOR ONE CART.

Longer distances is 2 or 3 times weight. Three times weight is 6000-200-5800/160

For the siege tower, it uses 2 mounts, that can pull three times capacity, but double weight due to being more protective


Roads are around 80 feet wide and connect 95% of the cities in Erfworld (on a given landmass). Cities that are not connected by a road have had their roads disabled in turns past. This is primarily done so that various cities can be hidden from other sides. Roads can be restored, or disabled, by units with the dig special. It takes 100 diggers 10 turns to restore/disable a road in a given hex. A disabled road is called a trail.

When a land unit uses a road, he may move a total of 3 hexes for every point of move that he has. To gain the benefit, the unit must be on the road when entering and exiting the terrain hex. Furthermore, if a unit has 0 move, he may retreat back into the hex he had originated from, once (assuming the hex is not occupied). This is a benefit for ground troops only. Fliers may not retreat, if they have no move.

Given the tremendous benefits to the move stat from using roads, the bulk of land based, non-city centric, combat takes place upon them.

Trails: A trail is a disabled road, or a pathway created by diggers. Roads possess special magic that cannot be recreated. Only the titans can decide if a hex contains a road or not.








Battlespace

There is an order to movement during each day. First, all feral, barbarians, and tribes, use their movement simultaneously. After this is done, then sided units move. If two sided units come within the battlespace of another unit, the side that has existed for the longer period of time goes first.

Given that time is relative in between seperate hexes, the turn order is generally not noticeable, unless an encounter happens between opposing units.

Units within the hex that is about to have an enemy encounter will always be warned by start of turn being late, they can then decide what to do about it. If the units contact the ruler, than that ruler will also have his start of turn be delayed, in order to prevent him from sending reinforcements before an attack can take place. This also happens if one of the ruler's units die, since the ruler is not allowed to know what attack is taking place until the attack happens.

Order is determined by natural predictamancy.

Hex Reinforcement

A warlord can make all sided units (not allied) into temporary garrison. All their move is reduced to 0 until the start of the next turn. All units that are affected no longer count against the unit limit for the hex. In this way, a hex can gain double the normal unit limit.

Warlords may not reinforce a hex if the hex is over its unit capacity.


4. Scouting


Before armies clash, scouts will be sent ahead to figure out what you are fighting against, and to make sure your army avoids being ambushed. Knowing the types of terrain you will be entering is important, along with watching out for ferals, and other hazards, that can whittle away your forces. Proper scouting can make, or break, your planned assault.


Basic Scouting

While it is always better to send proper scouts, you can make do with regular infantry units, and even certain types of beast units, if they have appropriate specials. Any unit can be sent forward to see what lies ahead, just remember that there are limits as to what can be found while using them, and you won't know what they found, if they don't make it back to report.

Terrain
The most intrinsic aspect of discovery. Surveying the surrounding terrain is something any unit is capable of. There are strict limits as to how far a unit can see, however. Here is a quick list of what can be seen upon entering a new hex territory.

  1. Can see the surrounding terrain types (along with their sky zones), in all 6 adjunct hexes.
  2. Can see a level 0 city, only when in the same hex as the city.
  3. Can see a level 1+ city, or smoke from a camp fire, when in an adjacent hex.
  4. Can see a level 3+ city, or an inferno, when within two adjunct hexes.
  5. Except for the above examples, attempting to see what is in a hex that is 2+ adjacent hexes away will only see a thick gray mist, which is called the 'fog of war'.

Units
When searching for units, you must check two areas. The sky, and ground, zones.

The ground zone is generally considered to be on, or slightly above, the ground. If fliers cannot be hit by ground based melee units, then they are not considered to be in the ground zone.

There are additional restrictions, which depend on the size of the units, that are subject to basic scouting. A basic search can only see units that are openly in the hex. Hidden units cannot be seen, unless additional searching is done (read 'advanced scouting' rules).

Here is a run down of the visibility of various units that are not actively hiding. Keep in mind that many units will actually be hiding, in order to avoid detection.

All units are considered visible when in the same hex only, with the following exceptions.
  1. A stack of up to four tiny units is always considered hidden, even in the sky zone.
  2. Tiny units, of any number, are always considered hidden when in the ground zone.
  3. A heavy unit is visible to adjacent hexes while in the sky zone.
  4. An immense unit is always visible to anyone in an adjacent hex, regardless of the zone.
  5. As was stated, fire/smoke can be seen in adjacent hexes. An important note about starting a fire is that, while it wards away beasts, especially ferals, it also attracts infantry.
If you not hiding, and attack a unit that is openly in the hex, pick the 'prepared' state of battle option.

End Of Day
All hidden units are automatically revealed to all units that are in the same zone (fliers will not be able to see hidden ground units unless they decided enter the ground zone before end of turn). All units then have the option to engage in combat. If unit does not engage in combat, or escapes from combat, unit can then go back to hiding until dawn.



Advanced Scouting Actions

Additional options are allowed with respect to all units with the scout special. The available actions are hiding, peeking, spotting, and sneaking.

Take note that ferals have options that tamed/sided beasts do not. This is because ferals live and die by the hunt, so they cannot afford to ever relax. They will be constantly hiding from danger, and searching for something to eat, so they are a consistent hazard when roaming the land.

The general rules for feral behavior is that ground ferals will always sneak/hide, if possible. Flying ferals will generally stay high in the sky, unless they spot a heavy flyer in an adjacent hex. ALL ferals try to avoid units that are larger than they are, and hunt units that are smaller. Hunting will always be done by an ambush, if possible.

Hiding
Hiding is the most common action. It can be done by any beast (feral or tame), scout, or even by infantry, as long as they are ordered to do so by a commander that is in the hex. The hiding action can be done after sneaking into a hex, or after openly entering into it.

Regular infantry don't have survival skills in the wild. Plus, they cannot stop themselves from attacking enemies, due to auto-attack, so they don't really have the instinct of hiding. Beasts have different behaviors, and will generally hide in a hex, when not traveling with infantry units. If hidden before deciding to attack, beasts will attempt to ambush, rather than openly charging at a target, as a non-scout infantry would do.

While the act of hiding itself will always be successful. In order to determine if a unit can hide in a given hex, here are the rules. Take note that you can be ambushed while attempting to hide, by units that are already hidden in the hex.
  1. Tiny units are automatically considered to be hidden in any terrain.
    1. Partial exception: When in a sky zone with no negative weather modifiers, stacks of five, or more, tiny units are NOT automatically hidden.
  2. All other light units need at least a -1 terrain penalty in order to hide, and have the scout special.
  3. All heavies need at least a -2 terrain penalty in order to hide, and have the scout special.
  4. Units with the appropriate terrain special can hide in the territory type they are specialized in, regardless of the terrain penalty.
  5. If you attack while hiding, you immediately stop hiding.
Remember, terrains are divided into two zones, sky and land (technically 3 zones, when you include underwater/underground). Most sky zones don't have movement penalties, so you can't hide while in the sky zone (clouds are above the maximum height range of fliers). There are only a few exceptions to this, such as heavy rain hexes.

Peeking
'Peeking' is a term that refers to seeing what units there are at the other side of a hex border. For visual purposes, a peeking unit counts as being in the other hex. This means he can see, and be seen, by all units in the hex that is being peeked into. Peaking is subject to the following rules.

  1. Must be an infantry unit, with the scout special.
  2. Must either have unhidden in the hex at some point, or have made a sneak check roll, before being allowed to peek.
  3. Must be physically close to the hex border that is being peeked through.
  4. Must spend -1 move to peek, if it is during the unit's turn. This cost is treated as a terrain penalty modifier (can be lowered by terrain ignore special).
    1. Zero cost if off-turn.
    2. If the terrain type that is being peaked into, and the territory unit is currently in, has 0 move penalty, no cost to peek.
  5. Can peak into any/all adjacent hexes, but not not simultaneously (if at a corner, unit can only peek into one of the two adjunct hexes at a time).
  6. An unhidden unit can hide before engaging in peeking, and unit will remain hidden during the act.
  7. May not spot hidden units, in an adjacent hex, while peeking. Is not included in a spot check roll from an adjacent hex.
  8. May not peek after dusk, or before dawn.
  9. When it comes to being discovered, a peaking unit counts as being inside the hex, if not hiding, but counts as being in an adjacent hex, while hidden.
Spotting
Spotting is an advanced form of searching, and is done automatically, as soon as the circumstances call for it.

A spot check, unlike hiding or peeking, has a chance to fail. Therefore, a dice roll is done to determine its success. If successful, a spot check will discover units that are hiding in the hex, or peaking from adjacent hex. This doesn't mean they are no longer hiding, it just means you now know where they are.
The rules for when it can be done are as follows.
  1. Only scouts can do a spot check.
  2. Must not be currently hiding in a hex.
  3. Spot check roll is done after openly entering a new terrain hex, and learning the information that can be gained from basic scouting (unhidden units; unhidden peaking units; terrain of surrounding hexes).
    1. If unit has snuck into the hex, spot check is not done unless the unit stops hiding. Check sneaking section below.
    2. If forced out of hiding by combat, no spot check is done. This unit will be unable to perform a spot check in this hex for the rest of the turn, as long as he stays within the hex.
  4. You roll one spot check, for a given stack, upon entering a hex, or when voluntarily revealing yourself in a hex. If there are 20 scouts that enter a hex together, you make a single spot check roll.
  5. If you attack a hidden unit that you have spotted, prepare 'surprised' state of battle.
  6. All units that have been spotted become hidden again, once you decide to attack. If a unit successfully retreats from combat, unit can hide again.

Once it has been determined that it is time to roll a spot check, the modifiers for rolling a spot check are as follows.

  1. A spot check roll is 1d10. Compare the result to the dodge stats of all hidden units in the hex. If the roll is higher than the dodge rating, the hidden unit has been spotted.
  2. A '10' success will uncover any unit, even if dodge is higher than 9.
  3. A '1' fail will still uncover any unit that has a dodge of 0 or less.
  4. If a commander, or a scout with the appropriate terrain special, spends -1 move, the result of the roll can be dictated. This cost can be absorbed by the 'terrain ignore' special.
    1. Note: dictating the roll to be a failure (choose the '1' result), can restore a fate point for player characters (and important NPCs), if the failure is followed by an ambush on the stack. Dictating a fail means that even units with an effective dodge of 0 are not found.
  5. For units that are hiding. Modify their dodge stat by the following.
    1. If ALL units in a stack have the appropriate terrain special, increase dodge stat by +1.
    2. If 10+ same sized units are hiding together, lower dodge stat by -1.
    3. If 50+ same sized units are hiding together, lower dodge stat by -3.
    4. If 500+ same sized units are hiding together, lower dodge stat by -5.
  6. For units that are searching. Modify their spot check roll by the following.
    1. If ANY of the scouts, that are searching together, have the appropriate terrain special, increase roll by +1.
    2. If 5+ scouts/ferals are searching together, increase roll by +1.
    3. If 50+ scouts/ferals are searching together, increase roll by +3.
      1. Note: Scouts with the leadership special can add their leadership bonus when counting the number of scouts. A level 4 warlord has a +4 leadership bonus, so he counts as 5 scouts, which allows for a +1 bonus to his spot check roll.

Sneaking
In order to avoid being seen when entering a hex, a small stack of units can sneak in instead. A sneak check is rolled once a unit decides to do this.

Like with spot checks, a sneak check has a chance to fail. Therefore, a dice roll is done to determine its success. If successful, a sneak check will allow the unit to remain hidden from others that are hiding in the hex, but cannot uncover any units that are hiding. Partial successes are common.

The rules for when it can be done are as follows.

  1. Only ferals/scouts can sneak into a hex.
  2. If the stack is greater than 2, then sneaking is not allowed
    1. Note: exceptions for tiny/petite units. Also, a scout party can have two riders on two mounts, and only count as two units for the purposes of scouting.
  3. Sneaking into a hex is always successful, but sneaking out of a hex requires a sneak check roll if the unit is currently hidden, if unit had entered the hex while hidden, and unit remained hidden, this is done instead of a spot check roll.[/quote]
    1. Sneaking in order to use the 'peek' action also requires a sneak check roll, since you must be near a hex border to peek through it. Unit can peak through all hex borders after the roll is done, but must pick one to be near afterwards. Unit can then leave through that hex that is currently being peeked through without an additional roll, but not any of the others. If unit wishes to move to another hex border later on, he will have to stop hiding in order to move to the new location.
  4. After sneaking into a hex, unit learns all information that a non scout unit would be able to gather, while remaining hidden, but can not roll a spot check unless he stops hiding.
  5. Cannot sneak while benefiting from the move bonus from traveling on a road.
  6. Sneaking unit must be able to naturally hide in the hex he is sneaking into (check hiding restrictions).
  7. A tiny stack, of up to 4 units, can sneak into any hex, even one without a terrain penalty.
  8. Tiny units can sneak into a hex, in any number, if the terrain has a negative move modifier of -1 or lower.
    1. Reminder: Zones are important here. One hundred bats flying through the air zone will be noticed, but 100 bats keeping to the ground zone, under the cover of grass, will not.
  9. Petite units can sneak unto a hex, in any number, if the terrain has a negative move modifier of -2 or lower.
  10. Huge units require a terrain modifier of -1, or lower, in order to sneak into a hex normally.
  11. Immense units can never sneak into a hex, even if they have the appropriate terrain specialty (they can hide in the hex after entering it though).
  12. A sneaking unit can retreat unto the hex from which he arrived from, without rolling a sneak check.
  13. If attacked, unit stops sneaking, and is now considered openly in the hex. Attacking, or being attacked, means you can no longer roll a spot check for the hex, if you haven't rolled already.
  14. If you attack a unit, that is not aware of you, while sneaking, prepare the 'ambush' state of battle.

A sneak check is similar to a spot check, except this roll is only to see if other units are alerted to the presence of the sneaking unit. While sneaking, unit will not learn about any hidden units in the hex.

Once it has been determined that it is time to roll a spot check, the modifiers for rolling a spot check are as follows.

  1. To do a sneak check, roll 1d10+2, and compare the result to the dodge stats of all units in the hex. Every unit that has a dodge that is equal to or higher than the roll will discover the sneaking unit.
    1. If currently in combat. A unit's effective dodge counts as 0. As long as unit hasn't stopped hiding, he will not be noticed.
  2. A '10' result will stay hidden from any unit, even if their dodge is higher than 9.
  3. A '1' result will cause the unit to stop hiding completely. Roll spot check.
  4. If a commander, or a scout/feral with the appropriate terrain special, spends -1 move, the result of the roll can be dictated. This cost can be absorbed by the 'terrain ignore' special.
    1. Note: dictating the roll to be a failure does not restore a fate point. You are simply treated as if you had openly entered the hex.
  5. For units that are sneaking. Modify the roll by the following.
    1. If all units, or riders on mounts, have the appropriate terrain special, increase roll by +1.
    2. If all units, or mounts under riders, all have serpentine body trait, increase roll by +2.
    3. If there are 10+ units in the hex, lower the roll by -1.
    4. If there are 50+ units in the hex, lower the roll by -2.
    5. If there are 500+ units in the hex, lower the roll by -5.
  6. For the units that are already in the hex.
    1. If there is a single have the appropriate terrain special, increase dodge by +1.
  7. If not attacked after making the roll, unit can automatically enter a new hex while hidden.


Turn Order When Entering Terrain Hexes

Putting this all together, here is the list of actions that are done every time a new hex is entered.

The order of action is as follows.
  1. New arrival enters the hex, either open state, or hidden state.
  2. New arrival gains the basic information. Can see what the terrain types are in the adjunct hexes, along with all units that are openly in the same hex, and any heavy fliers that are openly in the sky zone of adjunct hexes. Any immense units that are openly in adjacent hexes are seen, as well.
  3. If new arrival is in the hidden state, he will now do one of the following.
    1. Sneak into a new hex. Must do a sneak roll.
      1. Note: Doing a sneak roll means you cannot do a spot roll while remaining in the hex.
    2. Sneak to the hex borders, in order to engage in the peaking action. Must do a sneak roll.
    3. Ambush one of the discovered units in a hex (doing this means you cannot roll a spot check afterwards). Set up the 'ambush' state of battle.
    4. Remain hidden.
    5. Stop hiding.
  4. New arrival may now retreat unto the previous hex, after seeing what is here. This is automatically successful.
  5. If openly in the hex at this time, and a scout/feral, roll a spot check.
    1. Note: A spot check can only be done once in a hex, while remaining in the same a hex, per day. A new spot check can be done every time a unit moves into a new hex (can also retreat into a previously visited hex and still roll).
  6. All units that are aware of the new arrival will now decide to do one of the following.
    1. Attack new arrival.
      1. Units that are openly in the hex must choose if they wish to attack before those that are in hiding. If there are multiple units, the ones with the fastest move choose first. Units with the scout special will choose after all units that don't. If any choose to attack, set up the 'prepared' state of battle.
      2. All the units in hiding, can now choose to attack. If there are multiple hidden units, the ones with a higher dodge rating choose first. Units with the scout special will choose after all units that don't.
      3. If the hidden units, that have decided to attack, were spotted by new arrival, set up the 'surprised' state of battle. If the hidden units were not discovered by new arrival, set up the 'ambush' state of battle (pick one, if multiple units arrive).
      4. Note: If additional units decide to attack, they simply join the fight. Cannot join a fight until after the initiative round.
    2. Ignore new arrival.
    3. Stop hiding. Roll a spot check, if able.
  7. All units that are now openly in the hex are allowed to do a new action. Order of action is determined exclusively by highest move.
    1. Attack a unit that he can see in the hex. If target is hiding, and was uncovered by the spot check, do 'surprised' state of battle. If target is openly in the hex, do 'prepared' state of battle.
    2. Enter into a new hex.
    3. Hide in the current hex
    4. Peak into adjacent hexes (can hide, and then peak as a single action).
    5. Something else (set a campfire, forage for plant food, etc.)
  8. After actions are done, all hidden units are again allowed to choose one of the following.
    1. Ambush anyone that they are aware of being in the hex (pick one, if multiple units arrive). Do 'ambush' state of battle if target is not aware of hidden unit, or 'surprised' state if unit is. If there are multiple hidden units, the ones with a higher dodge rating choose first, and scout units will choose after units with the same dodge rating.
    2. Continue hiding.
    3. Stop hiding. Roll a spot check. Go back to step 7.
    4. Sneak into a new hex. Roll a sneak roll. Go back to step 7.
  9. Wait for either a new unit to arrive or until the end of day (dusk).
After this is done, then other actions can be taken for units that are not hiding, such as foraging for plants, or to creating a fire.


Scouting Examples

EXAMPLE #1

Forest hex. It has a -1 move modifier. Any light unit can hide in the hex, but heavy units cannot.

Ten feral mice (tiny size; dodge 9; size effectively is petite, due to group of 5+; effective dodge of 8) began their turn in the hex, and are hidden. Mice sized units can sneak into any hex that has a terrain modifier of, at least, -1, and hide in any terrain, even terrain with no move penalties. A scout (dge 5) comes into the hex openly. The mice are aware of this, but scout gets the option of a spot check roll before they can decide what to do next. Scout does a spot check, rolls 6, doesn't find mice (needs an 8+). Mice have option to attack, but does not do so as they are quite small, and would likely die (plus they have eaten enough to maintain upkeep). Scout hides in the hex.

A level 4 warlord (dge 6) sneaks into hex. Warlords are scouts, and also commanders. Neither mice, nor scout, know that warlord is here. Warlord sees no units that are openly in the hex, so she decides to do a more intense search. Warlord stops hiding, and rolls a spot check. She could spend -1 move in order to get an auto-success, which would uncover the mice and scout, but doesn't. Warlord does get a +1 to the roll, due to being a level 4, which allows the warlord to be as effective as the equivalent of 5+ scouts, searching together.

The result is a 6+1=7. Search finds scout but not mice. Both the mice and the scout are alerted to the warlord, since she stopped hiding in order to do a spot check. The mice are allowed to attempt to ambush, but declines to do so. Warlord has option to attack enemy scout, takes it. Begin surprised combat. As a note, if the warlord had declined to attack, than the scout could have attacked warlord. If the scout had attacked this would have also started surprised combat. During combat, the mice decide to leave the hex (ferals can move on anyone's turn). They will be moving into another light forest hex with a move penalty of -1. This means that all 10 mice can sneak into the new hex. Mice make a stealth roll 1d10+2. Roll is 2+2=4. This normally fails against the warlord and scout, however, they are currently fighting, which means their effective dodge is 0 for the duration of combat, so they don't notice. There are also no other units in the hex, so the mice are not spotted by anyone.

If warlord had wanted to remain hidden in hex, then nothing happens until end of turn. At end of turn, mice, scout, and warlord are all revealed as being in the hex. Units with the highest dodge gets to choose what action to make first. Mice gets first option, then warlord, then scout. At start of turn, new spot checks are rolled for all units that don't start turn at dawn (can roll for units starting at dawn, but pointless, unless a unit managed to stay veiled overnight).

EXAMPLE #2

Dwagon ambush in book 1 is probably the most documented situation.

Bats are sent out, and Vinnie can see through their eyes. He can check the hex a bat is in, and the air zone of adjacent hexes for heavy fliers. All dwagons are in the ground zone (including the ones over the lake), so they are not found. Bats cannot peak unto adjacent hexes, even with a warlord assuming direct control.

Bats enter hexes with dwagons. Tamed animals cannot roll spot checks, which allows dwagons to ambush, since they were hidden in the deep forest hex, which has a -2 move penalty (unlike infantry, beasts can ambush, even when forced to auto-attack).

Map shows that you can only see hexes you have actually entered, but there are times in canon where units can see the terrain of adjacent hexes, so I feel this is an unreasonable restriction. Therefore, the fog now represents not being sure if there are enemy units in a given hex. Dwagons can not hide in a lake hex, however, they can fly low enough to the lake that they count in the terrain zone area, and cannot be seen in adjacent hexes, without peaking.

Ansom sent in a few stacks of elf archers to croak the 3-stack of dwagons. Dwagons are huge sized, but count as large sized, due to serpentine body trait. They are a group, but it is less than 5, so no penalty. Total base dodge modifier of 5, so a 6+ must be rolled to find them. Having 5+ scouts gives a +1 to their spot check roll. They roll 1d10+1, and must get a result of 6+ to find the dwagons. Their search rolls failed, and they got ambushed by the dwagons instead. Alternatively, they were production units medium units, which are fairly useless against huge units, and died. Ansom sends entire army in, spends -1 move to guarantee discovery of dwagons, which leads to surprised combat, and the dwagons get croaked.

Sending the bat to the center hex did not trigger any attack from the dwagons. Which makes the hex seem to be empty. Ansom does not believe the hex is empty, and believes the dwagons may be veiled, so he sends the full army in but the hex is empty.

Jillian is heading towards the center hex, and enters the lake hex where the dwagons are situated (they cannot hide in a lake hex, so they are automatically found as soon as a unit enters the location). Since both sides are aware of each other, but a parley situation happens instead. Eventually a mass combat breaks out, and Vinny/Ansom arrive as reinforcements during the middle of the battle.

EXAMPLE #3

Transilvito is waiting to ambush Stanley at the pass. Has 12 warlords, 4 gwiffens a few additional light fliers. Breaks into two groups. TV warlords are in group 1. Warlords are medium units but count as large unit due to being in a group of 5+. Dodge of large units is 5. Jillian has a group of 4 gwiffens (large), and orlys (small), which counts as... I'll say also 5 dodge.

Stanley enters the hex. He has a level of 8, plus 3 knights and a caster. Roll 1d10 +1 for having more than 5 scouts. Needs to roll a 5+ to notice units in hex, fails. While the foolmancer can spot veils, he is no better than another unit at finding units that are hiding behind objects. TV ambushes Stanley. Given the numbers of units, this leads to a mass combat.


5. Specials

When a unit goes into a mass battle, their specials work a little differently. Not all specials are useable in a mass battle. Of those that are, they are listed here.
  • RANK 0 (production unit abilities)
  • +2 Increase
  • Sturdy: When losing against a unit that it is no less than 1 size smaller than, change half of losses to incapacitated (round up).
  • RANK 1
  • Armoured: -1 loss. Includes swarms. N/A, vs size+2
  • Charge: +1 kill, if riding. N/A, vs size+1
  • Cleave: Choose the results from the cleave varient of the combat results table. All melee units innately have this ability.
  • Damage Ignore: All heavies innately have this special. It cannot be bought.
  • Damage Reduction: Loss=Dmg. N/A vs swarm; size+2
  • Dance Fighting: +1 kill. N/A size+1. Move is lowered while dance fighting, which may allow the enemy to retreat.
  • Deflect Arrows: -1 loss vs ranged. 0 loss, intercepted by ranged when repositioning behind allied lines.
  • Dodge increase: Loss=dmg vs differently sized units vs size +-2)
  • Drain Life: damage=exhausted; loss=damage (must win battle, not retreat)
  • Dual Wield: +1 kill. N/A vs size+0
  • Immunity: blocks certain specials
  • Extend reach: may give units reach advantage.
  • Flier: Can attack any ground enemy (subject to ranged interception fire), forms an air battlespace. Damaged=Loss.
  • Heal: -1 loss, for ally if ally size+0; -2 loss size-1; loss=dmg if size+1. Must be in same line as units being healed. Healer immediately exhausted. Healed is refreshed.
  • Lofty Heights: Fliers can go on the backrow.
  • Mean Tweets: -2 cbt/def vs vanguard, must be in frontline.
  • Power Strike: +1 kill vs heavies. If (S), may keep kill ratio without warlord/min 10 stacks.
  • Rapid Shot: +1 kill vs size -2 (heavy ground have this already; heavy fliers must -1 kill vs size -2)
  • Scatter shot: Area attack, *2 kills vs swarm
  • Scout: Can retreat from battle. -1 to kill= loss/damaged to exhausted; -3 to kill= loss to restored. Move stack to mid/backline.
  • Self Destruct: Skip combat roll when activating special. Can instantly make any same sized stack that is fighting it damaged, and remove it from combat. Can destroy up to two smaller sized stacks. Can destroy up to 10 swarm sized stacks. Doing so destroys self destructing stack. Increasing effective unit size by making it a max stack does not increase effectiveness of self destruct.
  • Terrain: Favoured Terrain-hex: May give initiative bonus, if on correct terrain type.
  • Terrain: Favoured Terrain-Rider: +1 cbt/def; +1 kill if rider size+0
  • Weapons/armour- Air infantry: Can gain reach advantage. Can gain the 'damaged' status.
  • .
  • RANK 2
  • Agile Giant: *2 kill rate
  • Breath-Acid: +1(lrg)/+2 (hge)/+4 (mass) kills vs production/small, or +2/+4/+8 vs tiny. Negates Armoured.
  • Breath-Blow Pop: vs -1 size, +1 kill (exhausted, not dead, special immobilizes)
  • Breath- Fire: +1(med)+2(lrg)/+4 (hge)/+7 (mass) kills vs production. or +2/+4/+8/14 vs tiny.
  • Breath-Gas: +4(med)+8(lrg)/+16 (hge)/+24 (mass) kills vs tiny.
  • Breath-Lighting: +4(med)+6(lrg)/+12 (hge)/+18 (mass) kills vs tiny/ production fliers.
  • Breath-Sonic: vs size-1, blast vanguard to frontline. Pick new enemy vanguard.
  • Command: Can control army. Needed for intelligent positioning.
  • Heavy Dmg: *2 kill rate
  • Leadership: Can create enhanced Stacks, equal to leadership. Stack gains +7 cbt/def. Stack is rated as being 1 size larger for combat rolls.
  • Tough: All loss=exhausted vs size +2 (exactly +2), and swarms. Refreshed upon retreat, can leave with army, or be used as a rearguard.
  • .
  • Rank 3
  • No critical hits: +1 to combat roll. If opponent gets a Win+10 on combat roll, change it to Win+9.
  • Extra Attack: *2 kill rate
Code:
Lullaby (vs +5-6 lrg): 1/2 loss. Cooing noises cause target to tire faster. Must not be a threat to work.
Scatter (vs +3-4 lrg): 1/2 loss. Improved swarm tactics. Better able to avoid being hit. Required: Quick
Die Hard: (vs +2-4 lrg): all loss/dmg becomes incapacitated. Cannot fight, move is 0. Recover at dawn. Required: sturdy
Power Strike (vs +1-2 lrg): *2 kills. Double dmg after DR. Replaces +4 cbt bonus.
+5' Reach (vs +1 lrg): Avoids cleave from mid reach units 1 size larger.
Charge (vs same): Instant crit vs first enemy during battle. Required: striker, lng reach.
+5' Reach (vs -1 sml): Can cleave mid reach units 1 size smaller.
improved skeleture (vs -1-2 sml): Ignore *2 multi from +4cbt/pwr strike. Required: Protective.
Deadly (vs -2-4): Nullifies tough. Crits always croak.
Sweeping blow (vs -3-4 sizes sml): *2 kills. Can cleave 3 swarm units (4 total).
Gas Field (vs -5-6 sizes smaller): *2 kills. Surrounds unit in gas field. 0 dmg, if bigger.



6. Fighting

When invading a claimed hex that is owned by an unaligned side, the maximum number of units that can be brought to bear is 800 supply (1,600, in a reinforced hex). It is impossible for a sided unit to enter a hex after this limit has been reached. Furthermore, it is impossible to send ANY additional troops, until the first wave attackers has been defeated. This can happen either by all troops being croaked/captured, or by retreating (assuming they have the move to do so). Troops that retreat from battle may not attempt to attack the hex a second time that turn.

Melee units fight by moving to the vanguard position in the frontline of the army. The vanguard is in the most forward possible position, and they will take the brunt of the enemy forces. There are three lines, altogether. A frontline, a midline, and a backline. Backlines are the least likely to be attacked but keep units distant from the fighting.

The most common location for fighting takes is on road hexes. The armies will gather up on either side of the hex, and the invading army will attack on the road. Given the limited width, army groups will go smaller sections. Generally, armies will attack each other in a single group of 8, or two groups of 8. They will meet the enemy's forward forces and do battle. When a winner has been decided, the attacker will then press on with his existing troops, or have them retreat to send in a different wave.


Additional Bonuses
vs size: enemy size may only be X amount bigger/smaller, else the special does not work.
+0 same size or less, +1 one size larger or more, etc.
-0, same size or more, -1 one size smaller or less, etc.
if size: Unit size must be X size, else special does not work.

Stacking: When in a mass battle, there are no points for going half way with a stack. The battle stack bonus only works for a max stack. Warlords can make a number of max stacks that is equal to their leadership level, one of which will always be surrounding the warlord himself. In addition to gaining a +7 on their roles. Additionally, certain max stacks can fight as a size larger than they actually are. For example, a medium rider on a large heavy, now counts as large knight on a huge heavy.



7. Ranged Fighting

In mass battles, most of the ranged fighting is done by archers and crossbowmen. They will do this on vollies. Attacks from volleys can exhaust the archers, but does not do damage to the units, unless they are also being attacked by ranged units.

Volleys take place in between melee fight sections.


Enemy position>>
Ally position>>
FRONTLINE
from front
FRONTLINE
from mid
FRONTLINE
from back
MIDLINE
from front
MIDLINE
from mid
MIDLINE
from back
BACKLINE
from front
BACKLINE
from mid
BACKLINE
from back
Short rangeyesnononononononono
Middle rangeyesyesyesyesyesnoyes*nono
Long Rangeyesyesyesyesyesyesyesyesyes
*: If a flier on the backline also has the lofty heights special, the flying unit cannot be attacked by, ground based, mid-range, projectiles.

Vanguard: These are the units that are currently selected for the fighting. They are the closest to the ranged units, and are the easiest to hit.

Without warlord:
There are 2 lines. All basic infantry units, except for middle/long ranged units, go to the front line. Scouts can be in either the mid or front line. Hex is automatically contested, if possible. Archers must fire every bout, with first priority going to fliers. Fliers must attack as soon as possible.

If other side has a warlord, that warlord will always decide all engagements.



8. Turn Order
  1. Select units/terrain: Armies must be gathered up. All units should be in groups that equal 16 supply (immense units are 32 supply). You can fit 50 of these groupings together in a terrain hex (100 if a warlord reinforces the hex).
    1. Army lines (warlord): Divide hex army into 3 lines. A frontline, a midline, and a backline. Only 4 differently sized units can be in the frontline at once. The unit that has the highest supply count must be frontline. Aside from those restrictions, the army can be arranged however the player likes. Fliers must join either the sky frontline/midline. Only fliers with the lofty heights special may go on the sky backline.
    2. Army lines (unled): Divide hex army into 2 lines. A frontline, and a midline. All melee units go in the frontline (this includes fliers). All scouts/ranged units go in the midline (this includes fliers).
  2. State of battle: Just like the smaller unit battles. Armies tend to be in one of two states. Surprised or prepared. If the warlords are doing their jobs, sending scouts out, then there is no need to be surprised by an invasion, but precautions are not always taken, and skilled opponents can sneak through.
    1. Prepared: Defender decides whether contest, or concede, the hex.
      1. When attacker has no warlord, but defender does, pick this option.
    2. Surprised: Hex is automatically conceded.
      1. When neither side has a warlord, pick this option.
    3. Ambush: Hex is automatically condeded.
      1. When defender has no warlord, but attacker does, pick this option.
  3. Determine initiative:
    1. Prepared:
      1. Contested: Defender chooses his ground/sky vanguards first (sky vanguard must be chosen only if there are fliers on the frontline). Attacker is only able to send his vanguards into the the hex. Vanguards must attack enemy vanguards. Defending player must choose his vanguards first. Only the defending player may engage in ranged fire for the skirmish.
        1. If the attacker's army is comprised of nothing but fliers. Defender may not contest hex. Pick 'conceded' instead.
      2. Conceded: Both armies are considered to be fully inside the hex before battle begins. Attacking player must choose his ground/sky vanguards first (sky vanguards must be chosen only if there are fliers on the frontline). Both players may engage in ranged fire for the skirmish.
      3. Attacker (no warlord): Defender always chooses which attacker units become the ground/sky vanguard, regardless whether he is contesting/condeding hex. If contested, only the defender may engage in ranged fire for the skirmish, if conceded, both player may engage in ranged fire for the skirmish.
    2. Surprised:
      1. Contested: N/A Defenders cannot contest hex when surprised.
      2. Conceded: Both armies are considered to be fully inside the hex before battle begins. Attacker/Defender both get to choose to attack the enemy's front or mid line. That line becomes the new frontline for their respective players. The most numerous melee units become the sky/ground vanguards. If equal numbers, player may pick which, among his groups, to become the vanguards. Neither player may engage in ranged fire for the skirmish.
      3. Attacker/Defender (no warlords): Both armies are considered to be fully inside the hex before battle begins. Both players must always attack the enemy frontline. Most numerous melee units of the frontline become the vanguards. If equal numbers, player may pick which, among those groups, to become his vanguards. Neither player may engage in ranged fire for the skirmish.
    3. Ambushed:
      1. Contested: N/A Defenders must concede hex in order to ambush. Attackers must fully enter hex, without detection, to ambush.
      2. Conceded: Ambushing player is the ambusher. Both armies are considered to be fully inside the hex before battle begins. Ambusher can choose any line to attack. Defender can then arrange the other two lines however he likes behind the new front (if fliers without lofty heights are moved to the backline from the reshuffle, immediately move them back up to the midline). Ambush can choose both their vanguards, and the opposing player's vanguards. Defenders may not engage in ranged fire during the skirmish. Fliers with lofty heights may not escape during the skirmish.
      3. Defender (no warlord): Ambushing player is the ambusher. Both armies are considered to be fully inside the hex before battle begins. Ambusher can which of the two lines to attack, and the other line will go behind that. Ambusher can choose his vanguards, and the defender's vanguards. Defenders may not engage in ranged fire during the skirmish.
  4. Skirmish
    1. Prepared
      1. Contested:
        1. Ranged: Defender's ranged may attack the enemy ground vanguard for 1 roll. After, they may attack the enemy sky vanguard for 1 roll.
        2. Melee: Ground vanguards clash. Roll 5 times. If one unit type runs out of units before the 5 rolls are finished, player with vanguard remaining selects a different enemy vanguard from among his front line units, and gains +1 for the rest of the skirmish rolls, or ends the skirmish.
        3. Flier: Flier vanguards clash. Roll 5 times. If one unit type runs out of units before the 5 rolls are finished, player with vanguard remaining selects a different enemy vanguard from among his front line units, and gains a +1 for the rest of the skirmish rolls, or ends the skirmish. If all opposing fliers are eliminated, fliers attack the enemy ground vanguard instead.
        4. Defender decides if he wishes to 'concede', or continue to 'contest' the hex. Choose the appropriate regrouping phase.
      2. Conceded:
        1. Ranged: Both players ranged units may attack the enemy ground vanguard for 1 roll. After, they may attack the enemy sky vanguard for 1 roll.
        2. Melee: Ground vanguards clash. Roll 5 times. If one unit type runs out of units before the 5 rolls are finished, player with vanguard remaining selects a different enemy vanguard from among his front line units, and gains +1 for the rest of the skirmish rolls, or ends the skirmish.
        3. Flier: Flier vanguards clash. Roll 5 times. If one unit type runs out of units before the 5 rolls are finished, player with vanguard remaining selects a different enemy vanguard from among his front line units, and gains a +1 for the rest of the skirmish rolls, or ends the skirmish. If all opposing fliers are eliminated, fliers attack the enemy ground vanguard instead.
        4. Go to the 'conceded' regrouping phase.
    2. Surprised
      1. Contested: N/A
      2. Conceded:
        1. Ranged: N/A No ranged round.
        2. Melee: Ground vanguards clash. Roll 5 times. If one unit type runs out of units before the 5 rolls are finished, player with vanguard remaining selects a different enemy vanguard from among his front line units, and gains +1 for the rest of the skirmish rolls, or ends the skirmish.
        3. Flier: Flier vanguards clash. Roll 5 times. If one unit type runs out of units before the 5 rolls are finished, player with vanguard remaining selects a different enemy vanguard from among his front line units, and gains a +1 for the rest of the skirmish rolls, or ends the skirmish. If all opposing fliers are eliminated, fliers attack the enemy ground vanguard instead.
        4. Go to the 'conceded' regrouping phase.
    3. Ambushed
      1. Contested: N/A
      2. Conceded:
        1. Ranged: Ambusher's ranged may attack the enemy ground vanguard for 1 roll. After, they may attack the enemy sky vanguard for 1 roll.
        2. Melee: Ground vanguards clash. Roll 5 times. If one unit type runs out of units before the 5 rolls are finished, player with vanguard remaining selects a different enemy vanguard from among his front line units, and gains +1 for the rest of the skirmish rolls, or ends the skirmish.
        3. Flier: Flier vanguards clash. Roll 5 times. If one unit type runs out of units before the 5 rolls are finished, player with vanguard remaining selects a different enemy vanguard from among his front line units, and gains a +1 for the rest of the skirmish rolls, or ends the skirmish. If all opposing fliers are eliminated, fliers attack the enemy ground vanguard instead.
        4. Go to the 'conceded' regrouping phase.
  5. Regroup (contested): The skirmish continues
    1. Attacker may move up to 5 sky unit groups, in the front/mid/backlines, one line up/down the army. Attacker may then move up to 5 ground unit groups, in the front/mid/backlines, one line up/down the army. Moved units may not be initially selected for the vanguard/ranged fire roll.
    2. Defender may move up to 5 sky unit groups, in the front/mid/back line, one line up/down the army. Defender may then move up to 5 ground unit groups, in the front/mid/backlines, one line up/down the army. Moved units may not be initially selected for the vanguard/ranged fire roll.
    3. Player that selected the vanguards second must pick his vanguards first. The player that selected the vanguards first will now pick his vanguards second.
    4. If frontlines are intact. Repeat the Skirmish. If a frontline is destroyed, go to Crux.
  6. Regroup (conceded): The skirmish is now over. Hex is conceded. Attacking army fully moves into the hex, if it has not done so already.
    1. Attacker may move up to 5 sky unit groups, in the front/mid/backlines, one line up/down the army. Defender may intercept by making 1 ranged fire roll. Attacker may then move up to 5 ground unit groups, in the mid/backlines, one line up/down the army. Frontline units may not retreat. Moved units may not be initially selected for the vanguard/ranged fire roll.
    2. Defender may move up to 5 sky unit groups, in the front/mid/back line, one line up/down the army. Attacker may intercept by making 1 ranged fire roll. Defender may then move up to 5 ground unit groups, in the front/mid/backlines, one line up/down the army. Moved units may not be initially selected for the vanguard/ranged fire roll.
    3. Player that selected the vanguards second must pick his vanguards first. The player that selected the vanguards first will now pick his vanguards second.
    4. If frontlines are intact. Begin battle. If frontline is destroyed, go to Crux.
  7. Battle: Both players may make one ranged roll vs the enemy. Vanguards then clash. Roll 5 times. If a vanguard runs out of men before the rolls finish, player with a vanguard selects a new enemy vanguard from among the front line units, and a +1 to the rest of the skirmish rolls, or ends the skirmish.
    1. Ranged: Both players ranged units may attack any enemy group for 1 roll. After, they may attack any enemy sky group for 1 roll.
    2. Melee: Ground vanguards clash. Roll 5 times. If one unit type runs out of units before the 5 rolls are finished, player with vanguard remaining selects a different enemy vanguard from among his front line units, and gains +1 for the rest of the skirmish rolls, or ends the skirmish.
    3. Flier: Flier vanguards clash. Roll 5 times. If one unit type runs out of units before the 5 rolls are finished, player with vanguard remaining selects a different enemy vanguard from among his front line units, and gains a +1 for the rest of the skirmish rolls, or ends the skirmish. If all opposing fliers are eliminated, fliers may attack either the midline fliers (1 ranged fire intercept), the ground vanguard (1 ranged fire intercept), or the ground midline (2 ranged intercepts. If there are no fliers on the midline fliers may also attack the ground midline (3 ranged fire intercepts), or the ground backline (4 ranged fire intercercepts). Alternatively, they can simply end flier combat phase.
    4. If both front lines remain, go to step 6, regroup (conceded).
    5. The moment the ground front line is destroyed. Go to step 8, crux.
  8. The Crux:
    1. Player that lost frontline must do the following.
      1. Check to see if there are any warlords left. If there is a commanding warlord, he must create a max battle stack and lead it.
        1. If no, player will now repair his frontline. Move all the units mid/backline units, that the broken frontline was protecting, up to the front/midlines, this includes fliers on the backline. All moved units can still be used to join a vanguard, or use ranged fire. Units for this group are no longer allowed to retreat to the backline. Repeat step 6, Regroup (conceded).
        2. If yes, continue.
    2. All frontline units, sky and ground, retreat to the midline.
    3. All surviving warlords immediately move to the midline. The army commander must join/make a stack. This can include stacks that the warlord created earlier that were not led (may not create new unled stacks, however). All other ground groups are moved to the backlines (this includes fliers without lofty heights special, as this is only temporary).
    4. Player with intact frontline must pick his vanguard first, then other player chooses second.
    5. Both players may make 1 ranged roll vs the enemy frontlines.
    6. Vanguards then clash. Roll until all frontlines, where warlords fighting, are broken (repeat crux from the start for other player), or until only one warlord is left. No retreats possible.
    7. When only 1 warlord is left. This warlord must now take the field. Final warlord stack will continue fighting until enemy gets a 1:1 ratio, or better, on the roll. If the last warlords on both sides are fighting, reroll any 1:1 ratios until a clear winner is decided. If a clear winner is not decided after 5 rolls, total the rolls up, and higher roll wins. When final warlord is defeated, move to step 9, regroup (leaderless).
  9. Regroup (leaderless): After the death of all warlords on a side, both players can take the time to rearrange their armies.
    1. One side has a warlord:
      1. Side without warlord must move all melee units to the frontline, and all ranged/scout units to the midline (scout fliers may also move to the flier backline). All moved units may may still be used for a vanguard, or for ranged fire.
      2. Side With warlord may rearrange line as well with no limits to which units will be on which line, with one exception. One warlord must take personal command of army, if there currently isn't one doing so. Player can select any warlord to do this. Warlord abandons stack (it retains stack bonus, however), and his personal bonus covers army.
    2. No warlords:
      1. Both players must move all melee units to the frontline, and all ranged/scout units to the midline.
  10. Overrun:
    1. One side has Warlord: Players check to see how much army is left. If supply of active unled army is 1/4 (divide flier points by 1/2 when figuring out total) of that with warlord. Side with warlord wins, go to 13, Victory. If not, continue battle.
      1. Player with warlord can now select the vanguard for both himself, and the opposing player.
      2. Ranged: Unled army must make 1 ranged roll vs any ground warlords in the front line, if no warlords, then one of the vanguards. They then repeat the process for any sky warlords, or the vanguard. Led army may make 1 ranged roll vs ground, and 1 roll vs sky.
      3. Melee: Ground vanguards clash. Roll 5 times. If one unit type runs out of units before the 5 rolls are finished, player with vanguard remaining selects a different enemy vanguard from among his front line units, and gains +1 for the rest of the skirmish rolls, or ends the skirmish.
      4. Flier: Flier vanguards clash. Roll 5 times. If one unit type runs out of units before the 5 rolls are finished, player with vanguard remaining selects a different enemy vanguard from among his front line units, and gains a +1 for the rest of the skirmish rolls, or ends the skirmish. If all opposing fliers are eliminated, fliers may attack either the midline fliers (1 ranged fire intercept), the ground vanguard (1 ranged fire intercept), or the ground midline (2 ranged intercepts). If there are no fliers on the midline fliers may also attack the ground midline (3 ranged fire intercepts), or the ground backline (4 ranged fire intercercepts). Leaderless fliers will always attack the vanguard (sky or ground). Alternatively, they can simply end flier combat phase.
      5. Move to step 11.
    2. No warlords: Players check to see how much army is left. If supply of active unled army is 1/5 (divide fliers points by 1/2) of the other side, bigger side wins. If not, continue battle.
      1. Player that selected his vanguards second, must select his vanguards first.
      2. Ranged: Unled armies must make 1 ranged roll vs the ground vanguard. They then must make 1 ranged roll vs sky vanguard. Led army may make 1 ranged roll vs ground, and 1 roll vs sky.
      3. Melee: Ground vanguards clash. Roll 5 times. If one unit type runs out of units before the 5 rolls are finished, player with vanguard remaining selects a different enemy vanguard from among his front line units, and gains +1 for the rest of the skirmish rolls, or ends the skirmish. If the frontline is destroyed, bout ends.
      4. Flier: Flier vanguards clash. Roll 5 times. If one unit type runs out of units before the 5 rolls are finished, player with vanguard remaining selects a different enemy vanguard from among his front line units, and gains a +1 for the rest of the skirmish rolls, or ends the skirmish. If all opposing frontline fliers are eliminated, fliers must attack the ground vanguard (1 ranged fire intercept). If both flier, and ground, frontlines are destroyed, bout ends.
      5. Move to step 11.
  11. Regroup (overrun):
    1. One side has warlord:
    2. Warlord may move up to 5 sky unit groups, in the front/mid/backlines, one line up/down the army. Unled must intercept by making 1 ranged fire roll. Warlord may then move up to 5 ground unit groups, in the mid/backlines, one line up/down the army. Frontline units may not retreat. Moved units may not be initially selected for the vanguard/ranged fire roll.
      1. Unled checks if sky/ground frontlines are intact. If one/both are not, all remaining units for that terrain rush to the frontline. Warlord's tanged units may make make 1 intercept roll. Moved units may be used for the vanguard, and make ranged rolls.
      2. Warlord selects the vanguards for himself and for the unled army.
      3. Repeat step 10, conclusion.
    3. No Warlords:
      1. Attacker checks if the sky/ground frontlines are intact. If one/both are not, all remaining units for that terrain rush to the frontline. Ranged units must make 1 intercept roll. Moved units may be used for the vanguard, and make ranged rolls.
      2. Defender checks if sky/ground frontlines are intact. If one/both are not, all remaining units for that terrain rush to the frontline. Ranged units must make 1 intercept roll. Moved units may be used for the vanguard, and make ranged rolls.
      3. Player that selected the vanguards second must pick his vanguards first. The player that selected the vanguards first will now pick his vanguards second.
      4. Repeat step 10, conclusion.
  12. Retreat: During any regroup phase, attacking player may issue a retreat, assuming he has move left.
    1. Warlord: All units may retreat.
      1. Ground Retreat: Divide the defending army active supply by 4 (round up). This is the supply needed to form a rearguard. Warlord can choose any unit to act as a rearguard (flier supply counts only counts for half). All damaged ground units are captured. Half all exhausted troops become damaged making their escape. Warlords on the front line must make a saving throw.
      2. Flier Retreat: Divide the defending army active supply of fliers/ranged units by 4 (if led by a warlord), or 6 (if leaderless). This is the supply needed to form a rearguard. Warlord must choose fliers to act as a rearguard. One half of damaged fliers escape. All exhausted fliers escape.
    2. Unled: Only scouts may retreat. They must be on the mid/backlines in order to do so. Remove retreating units from play. If army survives the next bout, scouts escape.
  13. VICTORY: Once enemy army supply has shrunk to 1/4-1/6 of the stronger player (divide flier points by 1/2 when calculating), larger player wins. Winning player takes no more losses. All exausted groups are now refreshed, and can fight at full strength, if their hex is attacked again this turn. All damaged groups have their numbers halved, but the remainder may fight, if hex is attacked again this turn. Destroyed groups are mostly dead , but 10% are incapacitated, and will only die at turn start. If there are enough healers, the incapacitated can be healed to full strength.

9. Combat Results Table:
---------------------------

Top Right corner: Larger unit attacks normally (melee or projectile).

========| Tiny...... | Petite.... | Small..... | Medium.... || Large..... | Huge...... | Immense... |
========| 128/8 = 16 | 32 units.. | 16 units.. | 8 units... || 2 units... | 1 unit.... | 1* unit... |
========|============|============|============|============||============|============|============|
Tiny... |<-- 1 : 1 ->| (+1) 1 : 4 | ( C) 4 : 3 | (+S) 2 : 1 || (CS) 1 : 2 | (-S) 2 : E |(--S) 4 : R |Tiny
Petite. | 2 : 1 (+1) |<-- 1 : 1 ->| (+1) 2 : 1 | ( C) 1 : 1 || (+S) 1 : 4 | (CS) 3 : 4 | (-S) 4 : E |Petite
Small.. | 3 : 2 ( C) | 4 : 1 (+1) |<-- 1 : 1 ->|-(+1) 1 : 2-||-( C) 1 : 2-| (+S) 1 : 3 | (CS) 4 : 1 |Small
Medium. | 2 : 3 (+S) | 1 : 3 ( C) |-1 : 1 (+1)-|<-- 1 : 1 ->||-(+1) 1 : 4-| ( C) 1 : 2 | (+S) 1 : 1 |Medium
Large.. | 1 : 2 (CS) | 2 : 1 (+S) |-1 : 2 ( C)-|-2 : 1 (+1)-||<-- 1 : 1 ->| (+2) 1 : 2 | ( C) 4 : D |Large
Huge... | E : 4 (-S) | 1 : 2 (CS) | 4 : 3 (+S) | 3 : 4 ( C) || 1 : 1 (+2) |<-- 1 : 1 ->| (+2) 1 : 1 |Huge
Immense | R : 6 (--S)| E : 6 (-S) | D : 6 (CS) | 1 : 2 (+S) || E : 6 ( C) | 1 : 2 (+2) |<-- 1 : 1 ->|Immense



Bottom Left Corner: Larger unit cleave attacks (melee only).
========| Tiny...... | Petite.... | Small..... | Medium.... || Large..... | Huge...... | Immense... |
========| 128/8 = 16 | 32 units.. | 16 units.. | 8 units... || 2 units... | 1 unit.... | 1* unit... |
========|============|============|============|============||============|============|============|
Tiny... |<-- 1 : 1 ->| | | || | | |Tiny
Petite. | 2 : 1 (+1) |<-- 1 : 1 ->| (+1) 2 : 1 | ( C) 1 : 1 || (+S) 1 : 4 | (CS) 3 : 4 | (-S) 4 : E |Petite
Small.. | 3 : 2 ( C) | 4 : 1 (+1) |<-- 1 : 1 ->|-(+1) 1 : 2-||-( C) 1 : 2-| (+S) 1 : 3 | (CS) 4 : 1 |Small
Medium. | 2 : 3 (+S) | 1 : 3 ( C) |-1 : 1 (+1)-|<-- 1 : 1 ->||-(+1) 1 : 4-| ( C) 1 : 2 | (+S) 1 : 1 |Medium
Large.. | 1 : 2 (CS) | 2 : 1 (+S) |-1 : 2 ( C)-|-2 : 1 (+1)-||<-- 1 : 1 ->| (+2) 1 : 2 | ( C) 4 : D |Large
Huge... | E : 4 (-S) | 1 : 2 (CS) | 4 : 3 (+S) | 3 : 4 ( C) || 1 : 1 (+2) |<-- 1 : 1 ->| (+2) 1 : 1 |Huge
Immense | R : 6 (--S)| E : 6 (-S) | D : 6 (CS) | 1 : 2 (+S) || E : 6 ( C) | 1 : 2 (+2) |<-- 1 : 1 ->|Immense


  • +1/+2 : Unit gets a damage bonus of, +1 (if light) or +2 (if heavy).
  • C.... : Unit dies (crits) when getting hit, regardless of hitpoints.
  • +S... : Swarm tactics are needed to damage larger unit. Must have four groups, or auto-lose, with the enemy becoming exausted, or refreshed, if there is only a single group (exception: Tiny units do not do this, because tiny units always fight as swarm-units). Swarm tactics involve having 8 units fight as a single swarm-unit, and each unit counts as a hit point. Larger unit kills 2 a turn, while swarm-units do the same damage as one unit used to do. Swarm-unit gets a +1 damage when hitting enemy.
  • CS... : All eight units of a swarm-unit dies when getting hit by enemy.
  • -S/--S: Larger unit can no longer be hurt by swarm, but can be tired out from killing swarm units.
  • *When fighting ims. Opposing forces must have double the group size going into combat or auto-lose (swarms must use 8 groups to oppose an ims unit).

  1. "D": 1 stack is removed but is damaged, not killed. Half the stack has been wiped out.
    1. When adding +1 kills to a "D" change D to 1.
  2. "E": 1 stack is removed, but is exhausted, not killed. Stack is exhausted, and can't continue fight. Can retreat. Can be rear guard.
    1. When adding +1 kills to an "E", change E to 1.
  3. "R": 1 stack is moved from the vangaurd, to the backline (even if there is no warlord).
    1. "R" result cannot be changed.
  4. If there are not enough stacks to cover kills inflicted, the following happens.
    1. One excess kill. Nothing happens.
    2. Two excess kills means that the winning stack changes from an "L" (loss), to a "D" (damage).
    3. Three excess kills means that the winning stack changes from an "L", or "D", to an "E" (exhausted).
    4. Four excess kills means that the winning stack changes from an "L", "D", or "E", to an "R" (refreshed). Move unit to the backline, and he can fight again (fliers also move to backline, even without the lofty heights special)
    5. Six excess kills means the winning stack changes from an "L", "D", or "E", to an "R". Move unit to midline (option only available if there is a frontline).
  5. "I": 1 stack is removed, but is incapacitated, not killed. Counts as being dead for the purposes of the remainder of the battle. Will fully recover, if their side wins the battle, but will die if side loses or retreats.
    1. Available to sturdy units only. Cannot be -2, or less, sizes smaller than the opponent for this to happen.
    2. "I" result cannot be changed.

Additional Factors
  • Defenders/ambushed: roll defense stat only.
  • Attackers/ambushers: roll attack stat only.
  • Scouts: If kill ratio is 4:1, or better, scouts can voluntarily lower inflicted kills (must always cause at least one kill on the enemy).
    • If lowered by -2, change loss status to "E". Cannot do this if facing other scout units.
    • If lowered by -4, change loss status to "R". Cannot do this if facing other scout units. Move stack to back row after bout.
  • Unarmoured vs armoured (can't be swarm): +1 loss for unarmoured.
  • Reach (mutual combat only): If unit has reach, change -1 loss to -1 damaged (N/A vs swarms)
  • Initiative (mutual combat only): If unit has initiative, change -1 loss to -1 damaged (N/A vs swarms)
  • Reach+Initiative (mutual combat only): change -1 loss to -1 exhausted. (N/A vs swarms)
  • Warlord Bonus: Add bonus to roll.
  • Chief Warlord Bonus: Add bonus to roll. Does not combine with warlord bonus.
  • Max Battle Stack Bonus: +1 size in chart for tiny, production, small, medium, and large units.

    • --If one of the above sized stacks has 10+ total number of bonuses, they also gain this advantage as well, even if not in a max stack.
    • --If a huge unit has 20+ in bonuses, he also gains +1 in size.
    • --If a massive units has 30+ in bonuses, double his kill rate.
  • Ranged: When a mid/long ranged unit is attacked by a melee, -2 to roll.
    • All losses that a ranged unit takes when the enemy cannot fight back are changed to "E" losses.

The ratio is modified by bout rolls, where each side rolls 1d10 , and adds the relevent stat. Tie does listed ratio, and winning adds the following effects.


TieWin +1 to +5Win +6 to +9Win +10Win +11 or higher
-Use listed ratio
-One "E" loss to unarmored combat groups on either side.
Loser takes +1 loss-Loser takes +2 losses
-Winner changes 1 loss to a "D" loss.
-Loser suffers +2 losses.
-Winner changes 1 loss to an "E" loss, or can change one "E" loss to an "R" result.
-Chance to crit. Roll crit table. A fail gives a +10 result instead.
-A success instantly causes 1 loss to loser (or 4 losses, if loser counts as swarm). If loser stack has a warlord, the warlord must die, no chance to escape. Winner can choose to roll another combat bout again for free.



Special Combat Results Table Rules for Fliers/Production/Calvary Units


Only tiny, small, and large, units can become production units. In terms of combat results, the only change is the matchup vs large units. Production units do half damage against large units. This is represented by doubling losses vs large when fighting.

All unit sizes can become fliers. Heavy fliers do half damage to ground units that are in within 1 size category (exception to immense units, which do half damage to large ground units as well), while light fliers have their hp reduced to that of a ground unit that is one size smaller (medium units lower hit points from 6 hp to 4 hp, and so on). Tiny fliers lower hp to 0, which means an attack that normally does no damage will still kill (tiny units do 0 damage when they hit, without forming a swarm). In addition, when a small/petite unit kills a 0 hp unit, another nearby 0 hp unit is automatically killed, without the need to roll an attack.

Changes:
  • *2 losses for small/large production units, when fighting a heavy
  • *2 losses for all fliers, when fighting a ground unit within 1 size category (within 2 size categories for tiny/immense fliers).
    • When multiplying an "E" result, change to a "D" result.
      • Note: Only time a "E" happens is with Immense flier vs Large ground, which is normally E:6.
  • *4 losses for large production fliers, when fighting a large standard ground unit.
  • After multiplying losses, divide by 2 if both numbers are even, or if the multiplied number goes above 4. If the latter happens, divide both numbers, and round down fractions.
    • Note: The only times a *2 modifier goes past 4 is
      • 1. Tiny (flier) vs small (ground). Normal ratio is 4:3 which would make a 4:1.5 by following this system. Round the 1.5 down to 1, for a ratio of 4:1.
      • 2. Immense (flier) vs large (ground). Nomal ratio is E:6, which becomes D:6, divided by 2 makes it E:3.
Note: These results are calculated BEFORE rolling. Additional losses from a combat roll are added to the new base.

Sizes are (I)mmense, (H)uge, (L)arge, (M)edium, (S)mall, (P)etite, and (T)iny. The lists below go from largest to smallest pairings. They are divided with the the flier being either the larger or smaller unit, and with the larger unit being able to cleave, or not just doing the normal attack.

NORMAL ATTACK:

When a flier and ground unit are in the same size category, the attack always counts as a normal attack. Double losses for the flier.

When size becomes an issue, you can find the needed ratio below. As stated already, you will do just fine to double the losses of the flier, but not all ratios are so simple, so you can also use the proper ratios that are listed in small print. The "<<<" is used when there is a discrepency that I noticed between what it should be vs the simpler math of just doubling flier losses.

Flier (smaller unit) vs ground; Normal attack
H vs I= 2:1 normally 1:1; flier H means 2:1 |*2= 2:1 / 1= 2:1
L vs H= 2:1 normally 1:2; flier L means 1:1 |*2= 2:2 / 2= 1:1
M vs L= 1:2 normally 1:4; flier M means 1:2 |*2= 2:4 / 2= 1:2
S vs M= 1:1 normally 1:2; flier S means 1:1 |*2= 2:2 / 2= 1:1
P vs S= 1:2 normally 1:4; flier P means 1:2 |*2= 2:4 / 2= 1:2
T vs P= 1:2 normally 1:4; flier T means 1:2 |*2= 2:4 / 2= 1:2
T vs S= 4:3 normally 2:3; flier T means 4:3 |*2= 4:3 / 1= 4:3

Note: Tiny units get a dmg bonus vs petite, so they use a 4-swarm unit, instead of 8-swarm. Tiny fliers divide the swarm-unit hp by half, due to each individual unit having a 0 hp stat.

Flier (bigger unit) vs ground; Normal attack
I vs L= 1 : 4 normally D:4; flier I means 1:3 |*2= 1:4 / 1= 1 : 4 <<<
I vs H= 2 : 1 normally 1:1; flier I means 2:1 |*2= 2:1 / 1= 2 : 1
H vs L= 4 : 1 normally 2:1; flier H means 4:1 |*2= 4:1 / 1= 4 : 1
L vs M= 4 : D normally 4:1; flier L means 4: D|*2= 8:1 / 2= 4 : D
M vs S= 4 : 1 normally 2:1; flier M means 4:1 |*2= 4:1 / 1= 4 : 1
S vs P= 4 : D normally 4:1; flier S has 4-2=2 hp, but already died in 1st round. No change, ratio remains at 4:1. <<<
P vs T= 4 : D normally 4:1; flier P has 2-1=1 hp, but already died in 1st round. No change, ratio remains at 4:1. <<<

The bottom two shouldn't have any actual change, but for consistancy, may as well add it in anyway.

Flier is same size as ground unit.

2 (flier) : 1 (ground)

CLEAVE ATTACK
Flyer (smaller unit) vs ground; Cleave attack
H vs I= 4:1; normally 2:1; flier H means 4:1 |*2= 4:1 /1= 4:1
L vs H= 2:1; normally 1:1; flier L means 2:1 |*2= 2:1 /1= 2:1
M vs L= 1:1; normally 1:2; flier M means 1:1 |*2= 2:2 /2= 1:1
S vs M= 2:1; normally 1:1; flier S means 2:1 |*2= 2:1 /1= 2:1
P vs S= 1:1; normally 1:2; flier P means 1:1 |*2= 2:2 /2= 1:1
T vs P= 1:1; normally 1:2; flier T means 1:1 |*2= 2:2 /2= 1:1
T vs S= 4:1; normally 4:3; flier T means 4:1 |*2= 8:3 /2= 4:1.5; round fraction down

Note: Tiny units get a dmg bonus vs petite, so they use a 4-swarm unit, instead of 8-swarm. Tiny fliers divide the swarm-unit hp by half, due to each individual unit having a 0 hp stat.

Flyer (bigger unit) vs ground; Cleave attack
I vs L= E:3; normally E:6; flier I means 1:3 |*2= D:6 /2= E:3 <<<
I vs H= 1:1; normally 1:2; flier I means 1:1 |*2= 2:2 /2= 1:1
H vs L= 2:1; normally 1:1; flier H means 2:1 |*2= 2:1 /1= 2:1
L vs M= 4:1; normally 2:1; flier L means 3:1 |*2= 4:1 /1= 4:1 <<<
M vs S= 2:1; normally 1:1; flier M means 2:1 |*2= 2:1 /1= 2:1
S vs P= 4:1; normally 2:1; flier S has 4-2=2 hp, but already died in 1st round. No change, ratio remains at 2:1. <<<
P vs T= 4:1; normally 2:1; normally 4:1; flier P has 2-1=1 hp, but already died in 1st round. No change, ratio remains at 2:1. <<<

Damage output of the N/C choices remains the same, and they die in first round, so no change.

Calvary Unit Groups

Calvary is little unique in application. Unlike other units, they pop as seperate groups, and must be combined afterwards. Generally speaking, a calvary unit combines a heavy mount, with a light infantry with the rider special. Most commonly, this will be a medium infantry. In order to merge the two, a standard unit group of the riders must be broken up to combine with however many mounts that are needed. Mount groups are 1 or 2 units, while medium infantry make groups of 8. Therefore, a standard 8 rider group will be divided into 4 large mount groups, or eight huge/immense mount groups.

Combining the two groups does not increase the unit's supply requirements. A calvary group will count the same as a mount group normally does, even without the riders. However, upkeep of the riders will be divided among the calvary groups. This means that when two units of a knight group (upkeep 20$*2= 40$) joins a standard large mount group (160$), the upkeep of the calvary group is raised by 40$ to become 200$.

Calvary can also take advantage of the 2 unit limit for scouting. If a rider has ride and scout, then he can ride a mount and it still counts as only one unit for sneaking purposes. This allows two mounted riders to scout together, for a total of 4 units.

Changes:
  • When the mount determines whether the calvary group counts as either a standard ground unit, or as a flier/production unit.
  • Calvary gets a natural +1 bonus to combat/defense, due to forming a leadership stack with the mount/rider. Bonus dissapears if in a warlord stack.
  • Rider does not add an additional attack to the unit group, but all specials the rider has will be counted along with all specials the mount has.

Bonus Damage


There are various ways to get a bonus to your combat score. When this bonus is 8-15 points, damage doubles (flier/production groups that would normally take double losses can be treated as normal instead).

Changes:
  • If only 1 group has a +8-15 cbt/def bonus, *2 losses for the other group
    • Exception: The C, CS, -S, or --S unit groups will not have increased damage losses. Cetain defensive specials can be negated by this damage bonus, however.
  • If only 1 group has a 16+ cbt/def bonus, *3 losses for the other group.
    • Exception: As before, the C, CS, -S, or --S unit groups will not have increased damage lossess.
Note: These results are calculated BEFORE rolling. Additional losses from a combat roll are added to the new base.












10. Sample Combats

1. Select units/terrain:
2. State of battle:
3. Determine initiative:
4. Skirmish :
5. Regroup (contested)
:
6. Regroup (conceded):
7. Battle:
8. The Crux
:
9. Regroup (leaderless):
10. Conclusion:
11. Regroup (conclusion):
12. Retreat:
13. VICTORY:


Passive/aggressive stance. Attack 2 stacks at once or single stacks.
Archery volleys are considered simultaneous. Exhausted archers can be counted.
Max stacks are ALWAYS are unstacked after end of Bout.


BATTLE#1

1. SELECT UNITS/TERRAIN
Road Attacker:Road Defender
  • Chief: +1
  • Warlord lv3: Can create 2 stacks. and lead a personal stack.
    • 2 knight/heavy stacks enhanced
    • Takes personal command of army. Is not attached to a stack.
  • Stabber: 10 stacks (80 supply)
    • 2 cbt/11 initiative/ 5' melee (mid)/ production
  • Pikers: 10 stacks (80 supply)
    • 2 cbt/ 6 initiative/ 10' melee (long)/ production
  • Archers: 10 (80 supply)
    • 2 cbt/ 6 initiative/ 200' ranged (mid)/ production/
  • Riders: 2 (16+128 supply)
    • Heavy: 5cbt/ 12 initiative/ 5' melee (short)/ large
    • Knight: 4cbt/13 initiative/ 5' melee (mid)/ medium

Total supply: 364/800
  • Chief: +2
  • Warlord lv3: Can create 2 stacks. and lead a personal stack.
    • 1 knight/heavy stacks enhanced
    • 1 archer stack enhanced
    • Takes personal command knight/heavy stack.
  • Stabber: 10 stacks (80 supply)
    • 2 def/11 initiative/ 5' melee (mid)/ production
  • Pikers: 10 stacks (80 supply)
    • 2 def/ 6 initiative/ 10' melee (long)/ production
  • Archers: 10 (80 supply)
    • 1 def/ 6 initiative/ 200' ranged (mid)/ production/
  • Riders: 2 (16+128 supply)
    • Heavy: 5 def/ 12 initiative/ 5' melee (short)/ large
    • Knight: 4 def/13 initiative/ 5' melee (mid)/ medium
Total supply: 384/ 1600
  • Army Commander: Level 3
  • Front line:
    • 10 stabber stacks
    • 10 piker stacks (V)
    • 1 mounted knight stack (max)
  • Mid Line
    • 1 mounted knight stack (max)
    • 4 archer stacks
  • Rear Line
    • 6 archer stacks.
  • Army Commander: No
  • Front line:
    • 10 stabber stacks
    • 10 piker stacks (V)
    • 1 mounted knight stack (max)
    • 1 archer stack (max)
  • Mid Line
    • 1 mounted knight stack (Warlord 3)
    • 4 archer stacks
  • Rear Line
    • 5 archer stacks.

2. State of battle:
Prepared
Defender contests hex.

3. Determine initiative:
Defender contests hex, so he must select starting units.
Defender selects piker vanguard.
Attacker selects piker vanguard.

4. Skirmish :
Ranged:
A: Pikers: Production; 1 cbt+ 3 (warlord) = 4 Production
D: deploys archer (max) to attack enemy piker vanguard.
Ranged attack. N/A reach/initiative qualifiers.
D: Archer: Small (upgraded); 1 def+7 (stack)+2 (chief)=10; -0 frontline to vanguard. 10 Small
10D small vs 4A prod
A: Roll: 6+ 4P= 10
D: Roll: 3+ 10S= 13
D: wins by 3 No change
Standard ratio of small vs production is 1:2
A: -2 piker (loss)
D: -1 archer (exhausted)


Melee:
A: piker stack.
D: piker stack vs
Reach/initiative= same
A: Pikers: Production; 1 cbt+ 3 (warlord) = 4 Production
D: Pikers: Production; 1 cbt+ 2 (chief) = 3 Production
4A prod vs 3D prod
A: Roll: 5+4P= 9--- 4+4=8--- 4+4=8---7+4=11--4+4=8
D: Roll: 8+3P= 11-- 1+3=4-- 9+3=11--3+3=6----10+5=15
Wins: D+3; A+4; D+3; A+5; D+7
Ratios: 1. 1:1 n/a; 2. 1:1 n/a; 3. 1:1 n/a; 4. 0:1; 5. 2:0
A: -5 piker stacks
D: -4 piker stacks


Flier: N/A

Skirmish ended. Defender decides to contest hex.


5. Regroup (contested):

Attacker changes nothing
Defender moves 2 archer stacks up to frontline; Moves 3 archer stacks to midline.
Defender picks vanguard first. Picks stabbers.
Attacker picks vanguard second. Picks stabbers
Attacker takes an aggressive stance. Double loss/kill ratio for light unit vanguard fights. Repositioning is 2 stack groups. (n/a if max stack used; warlord stack)





ROAD ATTACKERROAD DEFENDER
  • Chief: 1
  • Army Commander: Level 3
  • Front line:
    • 10 stabber stacks (V)
    • 3 piker stacks
      • 7 pikers (loss)
    • 1 mounted knight stack (max)
  • Mid Line
    • 1 mounted knight stack (max)
    • 4 archer stacks
  • Rear Line
    • 6 archer stacks.
  • Chief: 2
  • Army Commander: No
  • Front line:
    • 10 stabber stacks (V)
    • 6 piker stacks
      • 4 pikers (loss)
    • 1 mounted knight stack (max)
    • 2 archer stacks
      • 1 archer stack (exhausted)
  • Mid Line
    • 1 mounted knight stack (Warlord 3)
    • 5 archer stacks
  • Rear Line
    • 2 archer stacks.


4. Skirmish:

Ranged:
D: deploys archer to attack enemy stabber vanguard.
Ranged attack. N/A reach/initiative qualifiers.
A: Stabber: Production; 1 cbt+ 3 (warlord) = 4 Production
D: Archer: Production; 1 def+2 (chief)=3; -0 frontline to vanguard. 3 production
4D prod vs 4A prod
A: Roll: 9+ 4P= 13
D: Roll: 1+ 3D= 4
A: wins by +9; +2 kill -1 loss
Standard ratio of production vs production is 1:1; aggressive stance is 2:2. -1 loss +2 kills for pikers. Ratio is Piker 1: Archers 4. There are only two archer stacks in the midline, so only two stacks can be exhausted. The 3 unused kills are traded to lower losses. 1 loss turns into 1 refreshed. Final total is
A: -1 piker (refreshed) move to midline
D: -2 archer (exhausted)

Melee:
A: stabber stack (9) vs
D: stabber stack (10)
Reach/initiative= same
A: Stabbers: Production; 2 cbt+ 3 (warlord) = 5 Production
D: Stabbers: Production; 2 cbt+ 2 (chief) = 4 Production
5A prod vs 4D prod
A: Roll: 3+5P= 8----8 +5P=13-- 10+5P=15---6+5P=11--3+5P=8
D: Roll: 8+4P= 12--8+4P=12--- 10+4P=14--9+4P=13----5+4P=9
Wins: D+4; A+1; A+1; D+2; D+1
Ratios: 1. 2:2 n/a; 2. 1:1 -1 loss (both); 3. 1:1 -1 loss (both); 4. 2:2 n/a 5. 1:1 -1 loss (both)
A: -7 stabber stacks
D: -7 stabber stacks


Flier: N/A

Skirmish ended. Defender decides to concede hex


6. Regroup (conceded):

Attacker moves stabber stack to frontlines. Moves 2, 4, 6 archers to midlines (aggressive stance can move 2 light stacks as 1). Moves knight stack to midlines.
Defender moves warlord stack to frontline.
Attacker picks vanguard first. Picks stabbers.
Defender picks vanguard second. Picks Lead stack.
Attacker takes passive stance. Normal loss/kill ratio for light unit vanguard fights. Repositioning is 1 stack groups. (n/a if max stack used; warlord stack)






ROAD ATTACKERROAD DEFENDER
  • Chief: 1
  • Army Commander: Level 3
  • Front line:
    • 3 stabber stacks (V)
      • 7 stabber stacks (L)
    • 3 piker stacks
      • 7 pikers (L)
    • 0 mounted knight stack (max)
  • Mid Line
    • 2 mounted knight stack (max)
    • 10 archer stacks
  • Rear Line
    • 0 archer stacks.
  • Chief: 2
  • Army Commander: No
  • Front line:
    • 3 stabber stacks
      • 7 stabber stacks (L)
    • 6 piker stacks
      • 4 pikers (L)
    • 1 mounted knight stack (max)
    • 1 mounted knight stack (Warlord 3) (V)
    • 0 archer stacks
      • 3 archer stack (E)
  • Mid Line
    • 7 archer stacks
  • Rear Line


7. Battle:
Ranged:
A: deploys archer to attack enemy stabber frontline.
Ranged attack. N/A reach/initiative qualifiers.
A: Stabber: Production; 2 cbt+ 3 (warlord) = 5 Production
D: Archer: Production; 1 def+2 (chief)=3; -1 midline to front. 2 production
5A prod vs 3D prod
A: Roll: 5+ 4A= 9
D: Roll: 4+ 3D= 7
A: wins by +2 is n/a
Standard ratio of production vs production is 1:1; Ratio is stabbers 1: Archers 1. Archers exhausted.
A: -1 stabber
D: -1 archer (exhausted)


Ranged:
D: deploys archer to attack enemy stabber frontline.
Ranged attack. N/A reach/initiative qualifiers.
D: Stabber: Production; 2 cbt+ 2 (chief)= 4 Production
A: Archer: Production; 1 def+3 (warlord)=4; -1 midline to front. 3 production
4D prod vs 3A prod
A: Roll: 4+ 3A= 7
D: Roll: 1+ 4D= 5
A: wins by +3 is n/a
Standard ratio of production vs production is 1:1; Ratio is stabbers 1: Archers 1. Archers exhausted.
A: -1 archer (exhausted)
D: -1 stabber


Melee:
A: stabber stack (2) vs
D: Rider stack (led; 1)
Reach/initiative= Warlord has initiative; reach is the same; can turn 1 loss into damaged
A: Stabbers: Production; 2 cbt+ 3 (warlord) = 5 Production
D: Rider: Huge/Lrg (enhanced) 5/4 cbt +7 max stack + 3 warlord= 15 Huge/14Lrg
5A prod vs 15/14D prod
A: Roll: 5+5P=10
D1: Roll: 6+15H= 21---
D2: Roll: 8+14L= ---
1. D1+11;D2+12 2 crits -2 stabbers; refresh; select new frontline target. 3 piker stacks. +1
A: Roll: 4+3P=7----1+3P=4
D1: Roll: 10+1+16H= 27---10+1+15H=26
D2: Roll: 10+1+15L= 26---10+1+14L=25
2. 2 crits -2 pikers; refresh;
3. 2 crits -1 piker, one wasted crit; refresh; select new frontline target.
FRONTLINE BROKEN!

A:-3 stabbers; -3 pikers
D:-1 archer (exhaustion); mounted riders (exhaustion)


8. The Crux:
The battle is turning, Attacking Army Commander takes the field. All non max stacks retreat to backline. He chooses one of his mounted knight stacks. He may not make an additional stack due to replacing an existing one.

Attacker Army bonus drops to 1.
Defender must choose a vanguard. Given how strong max stacks of riders are, the warlord picks himself.
Attacker places mounted knight stack.





ROAD ATTACKERROAD DEFENDER
  • Chief: 1
  • Army Commander: No
  • Frontline (BROKEN)
    • stabber stacks
      • -10 stabber stacks (L)
    • piker stacks
      • -10 pikers (L)
    • 0 mounted knight stack (max)
  • Mid Line
    • 1 mounted knight stack (max) (V)
    • 1 mounted knight stack (warlord 3)
  • Rear Line
    • 9 archer stacks
      • 1 archer (Exh)
  • Chief: 2
  • Army Commander: No
  • Front line:
    • 3 stabber stacks
      • 7 stabber stacks (L)
    • 6 piker stacks
      • 4 pikers (L)
    • 1 mounted knight stack (Warlord 3) (V)
      • 1 mounted knight stack (max)
    • 0 archer stacks
      • 3 archer stack (E)
  • Mid Line
    • 6 archer stacks
      • 1 archer (e)
  • Rear Line

Ranged:
Defender Declines to fire
Attacker delines to fire.

Melee:

A: Rider stack (max) vs
D: Rider stack (Led, 1)
Reach/initiative= Same
A: Rider: Huge/Lrg (max) 5/4 cbt +7 max stack + 1 chief= 13 Huge/12Lrg
D: Rider: Huge/Lrg (max) 5/4 cbt +7 max stack + 3 warlord= 15 Huge/14Lrg
vs 15/14D prod
A: Roll: 10+5P=15
D1: Roll: 7+15H= 22--8+15=23
D2: Roll: 8+14L= 22--9+14=23
A1: Roll: 4+13H= 17-----
A2: Roll:10+12L= 22--9+12=21
1. D1+5 (0:1 kill loss); D2+0 (tie, no dmg) Att. Knights die
2. D1+2; D2+2; Two 1:1 Mounts kill each other.
Attacking Warlord does the vanguard.
D1: Roll: 4+15H=19
A1: Roll: 7+15H=23
A2: Roll:10+14L=24
A2 gets a +5; -1 loss
Kills knight stack
Defending Warlord Dies

9. Regroup (leaderless):


Defender has died, stacks get rearanged





ROAD ATTACKERROAD DEFENDER
  • Chief: 1
  • Army Commander: Yes
  • Frontline (BROKEN)
    • 9 archer stacks
    • stabber stacks
      • -10 stabber stacks (L)
    • piker stacks
      • -10 pikers (L)
    • 0 mounted knight stack (max)
  • Mid Line
      • 1 mounted knight stack (E)
      • 1 mounted knight stack (L)
  • Rear Line
      • 1 archer (E)
SUPPLY: 9
  • Chief: 2
  • Army Commander: (NO WARLORD)
  • Front line:
    • 3 stabber stacks
      • 7 stabber stacks (L)
    • 6 piker stacks
      • 4 pikers (L)
      • 2 mounted knight stack (L)
    • 0 archer stacks
      • 3 archer stack (E)
  • Mid Line
    • 6 archer stacks
      • 1 archer (E)
SUPPLY: 15


10. Overrun:


All that is left is archers. Warlord calls for a retreat.

11. Regroup (Overrun):
Skip

12. Retreat:

3 archer stacks remain as a rearguard.
No damaged units

Two exhausted stacks become damaged

RETREAT:
Attacker retreats
1 lv 3 warlord
1 mounted knight stack (D)
1 archer stack (D)
6 archer stacks


13. VICTORY:

Defenders win the hex battle.

Top Right corner: Larger unit attacks normally (melee or projectile).

========| Tiny...... | Petite.... | Small..... | Medium.... || Large..... | Huge...... | Immense... |
========| 128/8 = 16 | 32 units.. | 16 units.. | 8 units... || 2 units... | 1 unit.... | 1* unit... |
========|============|============|============|============||============|============|============|
Tiny... |<-- 1 : 1 ->| (+1) 1 : 4 | ( C) 4 : 3 | (+S) 2 : 1 || (CS) 1 : 2 | (-S) 2 : E |(--S) 4 : R |Tiny
-------------------- |<-- 1 : 1 ->| (+1) 2 : 1 | ( C) 1 : 1 || (+S) 1 : 4 | (CS) 3 : 4 | (-S) 4 : E |Petite
--------------------------------- |<-- 1 : 1 ->|-(+1) 1 : 2-||-( C) 1 : 2-| (+S) 1 : 3 | (CS) 4 : 1 |Small
-----------------------------------------------|<-- 1 : 1 ->||-(+1) 1 : 4-| ( C) 1 : 2 | (+S) 1 : 1 |Medium
------------------------------------------------------------||<-- 1 : 1 ->| (+2) 1 : 2 | ( C) 4 : D |Large
------------------------------------------------------------------------- |<-- 1 : 1 ->| (+2) 1 : 1 |Huge
------------------------------------------------------------------------------------- |<-- 1 : 1 ->|Immense
MISTAKE: LARGE vs TINY: Listed 1 large : 2 tiny (no cleave) || Listed 2 large : 1 tiny (cleave)
Should be (I think): --------- 1 large : 4 tiny (no cleave) || ------ D large : 6 tiny (cleave)


Bottom Left Corner: Larger unit cleave attacks (melee only).
========| Tiny...... | Petite.... | Small..... | Medium.... || Large..... | Huge...... | Immense... |
========| 128/8 = 16 | 32 units.. | 16 units.. | 8 units... || 2 units... | 1 unit.... | 1* unit... |
========|============|============|============|============||============|============|============|
Tiny... |<-- 1 : 1 ->|
Petite. | 2 : 1 (+1) |<-- 1 : 1 ->|
Small.. | 3 : 2 ( C) | 4 : 1 (+1) |
<-- 1 : 1 ->|
Medium. | 2 : 3 (+S) | 1 : 3 ( C) |-1 : 1 (+1)-|<-- 1 : 1 ->||
Large.. | 1 : 2 (CS) | 2 : 1 (+S) |-1 : 2 ( C)-|-2 : 1 (+1)-||<-- 1 : 1 ->|
Huge... | E : 4 (-S) | 1 : 2 (CS) | 4 : 3 (+S) | 3 : 4 ( C) || 1 : 1 (+2) |<-- 1 : 1 ->|
Immense | R : 6 (--S)| E : 6 (-S) | D : 6 (CS) | 1 : 2 (+S) || E : 6 ( C) | 1 : 2 (+2) |<-- 1 : 1 ->|Immense
MISTAKE: LARGE vs TINY: Listed 1 large : 2 tiny (no cleave) || Listed 2 large : 1 tiny (cleave)
Should be (I think): --------- 1 large : 4 tiny (no cleave) || ------ D large : 6 tiny (cleave)


 
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Chapter 006- Toma RPG: City Basics

If a king is considered the brain of a nation, then cities are the beating heart. Cities form the basis for army logistics. The creation, and maintanance, of your military becomes almost impossible without them. Indeed, without owning at least one city, you no longer even have have a side, and are little better off then the wandering beasts/tribes that roam everywhere in this world.

1. Stats

Armies are not free. Every individual requires daily payment for his upkeep, or else disbands. As the ruler, you must keep a close eye on your costs, income, and savings, in order to keep your forces intact.

To know the exact daily price, one final stat needs to be added.


Upkeep

Upkeep lets you know how large an army you can have at any one time. If your upkeep becomes larger than your smuckers (money) on hand, then units will automatically disband until the total upkeep is less than your daily income.

Upkeep varies primarily on the size, and rank, of a unit. The base cost is size, and this number is multiplied by rank. Some units also have the advanced production special, which lowers upkeep, and increases pop rate, in exchange for lower starting abilities (only light units may use this special). Tiny units gain an increased pop rate in exchange for lowering speed and specials, but upkeep remains the same. Also, some units have one or two specials above the normal limit for their rank. Each time this is done increases the upkeep of a unit by 50%. A 100% upkeep increase from buying two specials is actually more costly than buying a higher rank unit, but this is balanced by the additional rank of unit building, and faster pop time. The final modifier is for non-tiny units, that do not buy extra specials, may also lower cost by 10% by buying the "lower upkeep" special (not useable for tiny units, or units with the production special).


Here is a full chart of the size and upkeep of the various units.
SizeMinimum
Rank
Basic Upkeep * Combat Groupings
= total cost
Increase Production Special
(unit counts as a rank 1)
Rank 0Rank 1Rank 2Rank 3Rank 4Special +1
Tiny*00.625 * 128 = 80$
(1 swarm unit = 5$ * 16)
No change.*1*1N/AN/AN/A*1.5
Petite15$ * 32 = 160$N/AN/A*1N/AN/AN/A*1.5
Small110$ * 16 = 160$5$ * 16 = 80$N/A*1*2N/AN/A*1.5
Medium120$ * 8 = 160$ N/AN/A*1*2*3N/A*1.5
Large280$ * 2 = 160$40$ * 2 = 80$N/AN/A*1*2N/A*1.5
Huge3160$ * 1 = 160$N/AN/AN/AN/A*1*2*1.5
Massive4320$ * 1 = 320$N/AN/AN/AN/AN/A*1*1.5
*Tiny units are natural production units. Tinies always form swarm units, which is 8 units fighting as if they are a single unit. Tinies count as a rank 1 unit, but can be built in level 0 cities.
Note: In very rare cases, a non-scout basic infantry may pop with the scout special. Player characters count as this.
Note: +1 rank multiplier for units with purse special (a normal, rank 2, medium unit has an upkeep of 40$, so a rank 2 commander would have an upkeep of 60$).


Additionally, there are three specials that, while they don't add to the initial upkeep cost, will increase the cost of the unit with every level up. They are leadership, caster, and randomized enhancement. Base upkeep multiplied by unit rank, and increase base cost by 1/4 with every level up. Example, a level 5, rank 1, unit would have double the upkeep of a normal level 1.

Casters will also increase their upkeep again by 100% every time they upgrade their magical proficiency. There are three levels of this, novice, adept, and master. There is also a 0 rank, called amateur. Amateurs are units that were popped with, or casters that managed to pick up, some basic spells from other schools of casting. Casters (only casters) that manage this may eventually be able to become a novice, or even a master in an entirely different magic. There is no additional cost for units that do this, but one should keep in mind that this is supposed to be a very rare thing. Even Charlie never was able to learn how to cast any magic on his own, other than his innate carny magic.

Combat/Defense/Move/Hits

Combat, defense, and hits are treated the same as with Mass Combat.

Move: Cities are a unique terrain type which is considered seperate from the terrain it is built upon. A city can be built on a mountain terrain, which normally has a move penalty of -4, but walking in and out of the the city itself will only cost a single point of move.

Terrain Special: Garrison <only available when unit is first popped; ground units only; combines with lowered upkeep> Garrison supersedes any other favoured terrains the unit may have, and can even be given to units that normally do not have a favoured terrain (such as production units). Automatic initiative in the city. This special can only be added to when unit is being popped. Lowers upkeep by -50%. Zero move, may not leave city, no additional lowering of upkeep by eating an extra daily meal. The ruler/chief warlord/City Regent can promote garrison units to field units at any time. If human, favoured terrain becomes the same as the terrain the city is built on. If another race, it changes to the standard favoured terrain for that race.



2. Upgrading Cities

In order to become the ruler of your own personal kingdom, you require cities, and not just any cities. Only capital cities will allow you to spin off your own side. After finding one, simply claim it for yourself, and a new side is born. There is no cost involved in doing so.

In fact, whenever you claim a new city site, and immediately build a new, level 1, city to your side, there is no cost. This benefit is exclusively available only on the same turn as when you claim a new city, otherwise, it will cost 10k.

City levels

Cities can be anywhere from level 0 to level 5. The higher the level, the more buildings that can be accessed, the more money that can be generated, and the higher the rank of the units that can be popped.

The most important of these buildings is, of course, the capital. This place dictates how all other cities should be built. When cities of a side do not follow the aesthetic of the capital, building limit is lowered slightly. Cities that are captured from other sides have a larger penalty for not fitting in with the aesthetic. These penalties can be waived with a signamncer.

Raze/Level Cities


Razing/leveling a city can only be done on turn. Furthermore, it can only be done once per turn.

Typical cost to level a city up is

From 0 to 1== 10k - No cost, if leveling a city to 1 on the same turn that it was claimed.
From 1 to 2== 20k - From 0 to 2= 30k
From 2 to 3== 30k - From 0 to 3= 60k
From 3 to 4== 40k - From 0 to 4= 100k
From 4 to 5= 100k - From 0 to 5= 200k


When razing, one third of the money that was spent on the upgrade is recovered (rounded down). Cities can either be razed per level, or simply have it razed from current level to 0.

From 5 to 4= 33k - From 5 to 0= 66k
From 4 to 3= 13k - From 4 to 0= 33k
From 3 to 2= 10k - From 3 to 0= 20k
From 2 to 1== 6k - From 2 to 0= 10k
From 1 to 0== 0k - No additional funds can be gained if the city is razed as a level 1.


Contested Cities: Razing/Leveling a city may not be done if any city in the side is currently under attack/siege.

Repairing Cities: Repairing cities can be similar to upgrading them, but repairs don't always mean raising the current city level, as damage has to exceed a certain amount before the effective level of a city is lowered. Like with the other two actions, you can only repair a city if it is not being contested. Repairs also cannot always restore a city to its former glory either. If a level 5 city is damaged to the point where it becomes a damaged level 1, repairs can only help bring it to an undamaged level 1 city.

On the bright side, a level 5 city can be repaired back to a level 5, if damage does not cause it to go below a level 4.

Basically, a level 5 drops to a level 4 if the unique feature is destroyed. A level 5 will also drop immediately to a level 3 once enough damage to the city takes place, even if that damage does not touch the unique feature. Repairing back to a level 3 causes the unique feature to disappear.

3. Smucker Production

Cities produce smuckers. They are, in fact, the primary way for most sides to gain income. The money generated by cities goes directly towards the upkeep of units, with the money that remains being put inside of the treasury. If there is no treasury, the money goes into the ruler's purse (and the purses of any commanders the ruler allows access) until it it completely filled, with any additional money disappearing.

The basic income, and unit creation, from cities works like this.

Level 0 (ruins)= Pops tiny units only. Cannot produce smuckers. However, sided units that end turn on the ruins will have their upkeep paid for the turn, with no cost to the treasury. Total upkeep of units in the ruins must not be greater than 500$ in order to gain this benefit. (exception: level 0 capital sites can only supply a maximum unit upkeep of 250$)
Level 1 (village)= Pops all rank 1 units. Produces a maximum of 1k smuckers when popping units, or 500$ smuckers when idle.
Level 2 (town)= Pops all units up to rank 2. Produces a maximum of 2k smuckers when popping units, or 1k smuckers when idle.
Level 3 (city)= Pops all units up to rank 3. Produces a maximum of 3k smuckers when popping units, or 1.5k smuckers when idle.
Level 4 (fortress)= Pops all units. Produces a maximum of 4k smuckers when popping units, or 2k smuckers when idle.
Level 5 (castle)= Pops all units. Produces a maximum of 5k smuckers when popping units, or 2.5k smuckers when idle.

In addition, there are other factors that can raise or lower the total daily income. When new cities are added to the side, production level begins to lower. The way it works is like this.

Total city levels, times one thousand, minus city levels, times ten, times 1/2 total city levels (round down).
Typical cost for an army group is 160$. Final number is how many groups can be supported by smucker production.


Total city lvls * $ production per city lvl = total $ production / typical unit group upkeep = average total unit groups

01 city level * 1000$ === 1,000$ / 160$ = 6 unit groups (double amount for capital for first 16 turns, as a new side bonus)
02 city levels * 1000$ == 2,000$ / 160$ = 12 unit groups (smuckers output drops to normal)
05 city levels * 1000$ == 5,000$ / 160$ = 31 unit groups (6.2 groups per city level. Highest ratio)
06 city levels * 970$ === 5,820$ / 160$ = 36 unit groups (deductions now are treated as standard)
07 city levels * 970$ === 6,790$ / 160$ = 42
08 city levels * 960$ === 7,680$ / 160$ = 48
09 city levels * 960$ === 8,640$ / 160$ = 54
10 city levels * 950$ === 9,500$ / 160$ = 59
20 city levels * 900$ == 18,000$ / 160$ = 112
30 city levels * 850$ == 25,500$ / 160$ = 159
40 city levels * 800$ == 32,000$ / 160$ = 200 (200/40=5 groups per city lvl)
50 city levels * 750$ == 37,500$ / 160$ = 234
60 city levels * 700$ == 42,000$ / 160$ = 262
70 city levels * 650$ == 45,500$ / 160$ = 284 (284/70=4.05 groups per city lvl)
80 city levels * 600$ == 48,000$ / 160$ = 300
90 city levels * 550$ == 49,500$ / 160$ = 309
100 city levels * 500$ = 50,000$ / 160$ = 312 (312/100=3.12 groups per city lvl)
110 city levels * 450$ = 49,500$ / 160$ = 309
120 city levels * 400$ = 48,000$ / 160$ = 300
130 city levels * 350$ = 45,500$ / 160$ = 284 (284/130=2.18 groups per city lvl)
140 city levels * 300$ = 42,000$ / 160$ = 262
150 city levels * 250$ = 37,500$ / 160$ = 234
160 city levels * 200$ = 32,000$ / 160$ = 200 (200/160=1.25 groups per city lvl)
170 city levels * 150$ = 25,500$ / 160$ = 159
180 city levels * 100$ = 18,000$ / 160$ = 112
190 city levels * 50$ === 9,500$ / 160$ = 59
191+ All city income shuts down, except for the capital. Capital produces smuckers at 1,000$ per city level.


Fifty thousand smuckers per day (plus bonuses) is the natural limit of a side.

Additional factors:

-Add 100$ per managed city (requires city stewart). If city isn't popping new units, halve bonus to just 50$. Bonus remains, even after a side gains more than 190 city levels.
-Substract 250$*[total capital cities-1]. Penalty remains, even after a side gains more than 190 city levels, however, do not count any capital site that is level 0.
-Divide income of all city levels that are in inactive cities by half.
-A new side gets a temporary starting bonus in the capital. For the first 16 turns, income is doubled. Benefit ends early if capital is upgraded to level 2.
-Level 0 cities can't produce smuckers, and have no buildings, but can support sided units that end turn in the ruins, up to a maximum of 500$ upkeep (lowered to a limit of 250$ upkeep, for each ruins that is also an extra capital site).

Haffington was the biggest side that has ever existed in modern erf history. The day it fell it had 69 cities, with 15 of them being capital sites (1 capital for every 4.6 cities). Capturing two to three capital sites is the general upper limit of sides, and even the most expansionist sides can't get more than 5, normally.

Lets say the average city level of the 69 cities is 2.5. That would make a total of around 170, which generates 25,500$. Divide by half, since Haffington never popped units, for a total of 12,750$, minus 250 for each of the 14 additional capital sites (-3,500$). Total income is 9,250$, plus possibly some city management bonuses, which Haffington didn't seem to do much of, for some reason, so I won't add those. That makes a maximum total of standard 57 combat groups to cover the 69 cities, and it would be a fair bit less with commanders added in. Of course, plant golems, uncroaked, and production units can also tip the scales back up... So this might still be high, when compared to what canon indicated, but the total of city levels could also be higher than the average given.

Unaroyal:
-4 casters (Worth at least 2 groups)
-11 warlords (min is 80 per, so worth at least 6 groups)
-280 production heavies (half upkeep; 70 groups equivalent)
-1,800 production infantry (half upkeep; 57 groups equivilant).

Unaroyal had possibly 10 cities, and at most 3 levels per city on average, making a total of 30 levels. At best, 159 groups before going over the limit, and the current total could be as low as 140. Unaroyal also suffered massive losses, but could possibly recover them to an extent with new pops. Unaroyal had 31 turns before it was destroyed. Ten cities can pop 2.4k infantry, or 310 rank 1 heavies.

Coins
They can be created in forges. Men trade them among themselves for small items and services, or gamble with them, but they have no value in real Shmuckers.


Popping Units

4. City Production of Units

This is how your army is built.

For simplicity, when deciding what units to create, you should use an eight day schedule. Most units take four to eight days to create a proper combat group. If it takes less than eight days, then you can mix and match various groups until you have an eight day plan.

Ims has a supply of 32/800; group has 01 units; takes 8 turns; 320$ upkeep. 320$ every 8 days
Hge has a supply of 16/800; group has 01 units; takes 4 turns; 160$ upkeep. 160$ every 4 days
Lrg has a supply of 16/800; group has 02 units; takes 4 turns; 160$ upkeep. 80$ every 2 days
Med has a supply of 16/800; group has 08 units; takes 8 turns; 160$ upkeep. 20$ a day
Sml has a supply of 16/800; group has 16 units; takes 8 turns; 160$ upkeep. 20$ a day
Pte has a supply of 16/800; group has 32 units; takes 8 turns; 160$ upkeep. 20$ a day
Tny has a supply of 16/800; group has 16 swarms; takes 4 turns; 80$ upkeep. 20$ a day



When setting units in production, the units will be popped, even if the city level is lowered below what is required to pop the unit. Only applies until the end of the turns required to pop the proper group size.

Lrg/Sml can produce production (p) units.
Lrg (p) has a supply of 16/800; group has 02 units; takes 2 turns; 80$ upkeep. 40$ a day.
Sml (p) has a supply of 16/800; group has 16 units; takes 2 turns; 80$ upkeep. 40$ a day.

Stabbers/Scouts, while also being production units, are slightly stronger than normal and pop at a different rate when compared to other small production units. They pop at the rate of six per turn, rather than eight. In order to get the standard 16 group, you need to pop for 8 days, and take on 3 groups.

Level 2 Warlords take 2 turns to pop; and don't need to be a part of a combat group. Each warlord has a base upkeep of 60$ at level 1. They also don't count against the hex supply cap.

Level 3 warlords take 3 turns to pop, and have a base upkeep of 80$. The cost/time is the same, regardless of the warlord being a royal or commoner.


Supply of 16/800 = 1/50 You can have 50 combat groups in a normal terrain hex.
Swarm-unit = 8 units

The fastest units you can recruit are the basic infantry. Kingdoms units have standardized basic infantry, and elite knight units. They are supposed to be the typical backbone of most armies, with the knights stiffening up shortages. Knights count as advanced scouts with a particular combat focus. Some will do extra damage vs heavies, others extra dmg vs swarms, ect.


Early build up

When creating a new side, a level 1 capital produces 2000 smuckers a turn for the first 16 turns. Afterwards, it drops to 1000 smuckers per turn. There is typically a basic infantry group that will pop into existance when you claim your first capital.

1 Royal Warlord (rank 3; level 1) - 0$ (rulers do not have upkeep)
16 starting pikers - 80$
Initial upkeep is 80$ smuckers. Upkeep and smucker production starts next turn.

This is an example of how a new kingdom could build up his forces for the first 40 turns.

First Build Order
1. Pops 3 courtiers. Upkeep raised by 15$. Total: 95$. Production: 1905$. Total smuckers: 1905$. Appoint courtier (garrison) city stewart +100$ starting next turn.
2. Pops 6 scouts. Upkeep raised by 30$. Total: 125$. Production: 1975$. Total Smuckers: 3880$.
3. Pops 8 archers. Upkeep raised by 40$. Total: 165$. Production: 1935$. Total Smuckers: 5815$.
4. Pops 8 archers. Upkeep raised by 40$. Total: 205$. Production: 1895$. Total Smuckers: 7710$.
5. Pops 8 pikers. Upkeep raised by 40$. Total: 245$. Production: 1855$. Total Smuckers: 9565$.
6. Pops 8 pikers. Upkeep raised by 40$. Total: 285$. Production: 1815$. Total Smuckers: 11380$.
7. Pops 8 archers. Upkeep raised by 40$. Total: 325$. Production: 1775$. Total Smuckers: 13155$.
8. Pops 8 archers. Upkeep raised by 40$. Total: 365$. Production: 1735$. Total Smuckers: 14890$

Finished first build order on turn 8. Build orders are generally for periods of 8 turns.
You are required to pop pikers and archers in groups of 16, so when popping these units, you must set aside two days for completion. Courtiers, and scouts, can be popped in smaller groups, as they fufill specialist roles. The six scouts should be sent out to explore around the capital, and travel down the roads to see if there are any cities nearby.

Current total holdings on turn 8.
1 king; 3 courtiers (one appointed city stewart), 6 scouts, 2 piker groups; 2 archer groups; Treasury is 14890$; smucker output is 2.1k, and upkeep is 365$.

Second Build Order
1. Pops 1 knight. Upkeep raised by 20$. Total 385$. Production: 1715$. Total: 16605$
2. Pops 1 knight. Upkeep raised by 20$. Total 405$. Production: 1695$. Total: 18300$
3. Pops 1 knight. Upkeep raised by 20$. Total 425$. Production: 1675$. Total: 19975$
4. Pops 1 knight. Upkeep raised by 20$. Total 445$. Production: 1655$. Total: 21,630$ Upgrade City to level 2. -20k (turn 12)
5. Pops 1 knight. Upkeep raised by 20$. Total 465$. Production: 1635$. Total: 3265$
6. Pops 1 knight. Upkeep raised by 20$. Total 485$. Production: 1615$. Total: 4880$
7. Pops 1 knight. Upkeep raised by 20$. Total 505$. Production: 1595$. Total: 6475$
8. Pops 1 knight. Upkeep raised by 20$. Total 525$. Production: 1575$. Total: 8050$

Finished second build order on turn 16. You are required to pop knights in groups of 8.

Current total holdings on turn 16.
1 king; 3 courtiers (one appointed city stewart), 6 scouts, 2 piker groups; 2 archer groups, 1 knight group; level 2 capital; Treasury is 8,050$; smucker output is 2.1k, and upkeep is 525$.

Third Build Order
1. Pops 1 knight. Upkeep raised by 20$. Total 545$. Production: 1555$. Total: 9605$
2. Pops 1 knight. Upkeep raised by 20$. Total 565$. Production: 1535$. Total: 11140$
3. Pops 1 knight. Upkeep raised by 20$. Total 585$. Production: 1515$. Total: 12655$
4. Pops 1 knight. Upkeep raised by 20$. Total 605$. Production: 1495$. Total: 14150$
5. Pops 1 knight. Upkeep raised by 20$. Total 625$. Production: 1475$. Total: 15625$
6. Pops 1 knight. Upkeep raised by 20$. Total 645$. Production: 1455$. Total: 17080$
7. Pops 1 knight. Upkeep raised by 20$. Total 665$. Production: 1435$. Total: 18535$
8. Pops 1 knight. Upkeep raised by 20$. Total 685$. Production: 1415$. Total: 19950$

Finished third build order on turn 24. You are required to pop knights in groups of 8.

Current total holdings on turn 16.
1 king; 3 courtiers (one appointed city stewart), 6 scouts, 2 piker groups; 2 archer groups, 2 knight groups; level 2 capital; Treasury is 19,950$; smucker output is 2.1k, and upkeep is 685$.

Fourth Build Order
1. Pops 6 stabbers. Upkeep raised by 30$. Total 715$. Production: 1385$. Total: 21335$
2. Pops 6 stabbers. Upkeep raised by 30$. Total 745$. Production: 1355$. Total: 22690$
3. Pops 6 stabbers. Upkeep raised by 30$. Total 775$. Production: 1325$. Total: 24015$
4. Pops 6 stabbers. Upkeep raised by 30$. Total 805$. Production: 1295$. Total: 25310$
5. Pops 6 stabbers. Upkeep raised by 30$. Total 835$. Production: 1265$. Total: 26575$
6. Pops 6 stabbers. Upkeep raised by 30$. Total 865$. Production: 1235$. Total: 27810$
7. Pops 6 stabbers. Upkeep raised by 30$. Total 895$. Production: 1205$. Total: 29015$
8. Pops 6 stabbers. Upkeep raised by 30$. Total 925$. Production: 1175$. Total: 30190$ Upgrade City to level 3. -30k (turn 32)

Finished fourth build order on turn 32. You are required to pop stabbers in groups of 16.
Since only 6 stabbers pop a day, and the total must be divisible by 16, a stabber build order requires the full 8 turns when popping. This makes a total of 48 stabbers, which makes 3 groups of 16.

Current Total holdings on turn 32.
1 king; 3 courtiers (one appointed city stewart), 6 scouts, 2 piker groups; 2 archer groups, 2 knight groups, 3 stabber groups; level 3 capital; Treasury is 190$; smucker output is 3.1k, and upkeep is 925$.

Fifth Build Order
1. Pops rank 1 mount. Upkeep raised by 40$. Total 965$. Production: 2135$. Total: 2325$
2. Pops rank 1 mount. Upkeep raised by 40$. Total 1005$. Production: 2095$. Total: 4420$
3. Pops rank 1 mount. Upkeep raised by 40$. Total 1045$. Production: 2055$. Total: 6475$
4. Pops rank 1 mount. Upkeep raised by 40$. Total 1085$. Production: 2015$. Total: 8490$
5. Pops rank 1 mount. Upkeep raised by 40$. Total 1125$. Production: 1975$. Total: 10465$
6. Pops rank 1 mount. Upkeep raised by 40$. Total 1165$. Production: 1935$. Total: 12400$
7. Pops rank 1 mount. Upkeep raised by 40$. Total 1205$. Production: 1895$. Total: 14295$
8. Pops rank 1 mount. Upkeep raised by 40$. Total 1245$. Production: 1855$. Total: 16150$

Finished fifth build order on turn 40. A rank 1 mount counts as a large sized unit. Large sized units are required to be popped in groups of 2.
When a side has knights, you can combine 1 group of knights with 4 groups of mounts (mounts must be the same race) to form one mounted knight group. Mounted knight groups have the potential to be the strongest fighting force available. This early in your development. It's better to use a rank 1 mount, as opposed to a rank 2+, unless you have a target in mind to attack in the near term, as the upkeep for the higher cost mounts would go over the half way point.

Current Total holdings on turn 40.
1 king; 3 courtiers (one appointed city stewart), 6 scouts, 2 piker groups; 2 archer groups, 1 knight group, 3 stabber groups; 1 mounted knight group; level 3 capital; Treasury is 16,150$; smucker output is 3.1k, and upkeep is 1245$.

Sixth Build Order
1. Popping noble commander (rank 2), at maximal rate (4 turns). Upkeep: 1245$. Production (halved): 305$. Total: 16455$ (3100/2-1245=305)
2. Popping noble commander (rank 2), at maximal rate (4 turns). Upkeep: 1245$. Production (halved): 305$. Total: 16760$
3. Popping noble commander (rank 2), at maximal rate (4 turns). Upkeep: 1245$. Production (halved): 305$. Total: 17065$
4. Pops 1 noble warlord, at the maximal rate. Upkeep raised by 60$. Total: 1305$. Production (halved): 245$. Total: 17310$

5. Popping noble commander (rank 2), maximal rate (4 turns). Upkeep: 1305$. Production (halved): 245$. Total: 17555$
6. Popping noble commander (rank 2), maximal rate (4 turns). Upkeep: 1305$. Production (halved): 245$. Total: 17800$
7. Popping noble commander (rank 2), maximal rate (4 turns). Upkeep: 1305$. Production (halved): 245$. Total: 18045$
8. Pops 1 noble caster, at the maximal rate. Upkeep raised by 60$. Total: 1365$. Production (halved): 185$. Total: 18230$

Finished sixth build order on turn 48.
At this point, you really should be aiming to get your first caster. Casters have a massive effect on the strategy of your kingdom. The reason the caster hasn't been popped yet is because you only have a 1/3rd chance to get a caster when popping for a commander, unless you pop at the maximal rate, which raises the odds to 2/3rds. There is a big downside to doing this though, as your income drops by 1/2, which would massively slow down your smucker build up. Therefore, you want to wait until upkeep gets close to the half way mark before popping a commander. Generally speaking, two tries should get the caster. If you get the caster on the first time, don't order a second commander, have it pop at the normal rate, and add in two archer groups, or something. Having at least one warlord is also important.

Caster pop chance: 1/3rd for first caster (requires one level 2 city); 1/10th for second caster (requires two cities, and 5 city levels); 1/10th for third caster (requires four cities and 10 city levels), 1/20th for fourth caster (requires eight cities and 24 city levels). No new casters pop after the fourth, unless fate wishes otherwise.

Current Total holdings on turn 40.
1 king, 1 caster, 1 warlord; 3 courtiers (one appointed city stewart), 6 scouts, 2 piker groups; 2 archer groups, 1 knight group, 3 stabber groups; 4 mounted knight groups; level 3 capital; Treasury is 18,230$; smucker output is 3.1k, and upkeep is 1365$.

At this point, you can either stop production, and scout for another city, or you can keep popping until you get the required 40k to upgrade your capital to level 4. As long as upkeep only increases by 40$ a turn or less, you will be able to get to 40k before going over 2k upkeep. At which point you really should stop popping new units, until you feel you need them.

Adding 40$ upkeep a turn (lets say pikers and archers)
1695+1655 + 1615+1575 + 1535+1495 + 1455+1415 = 12,440$
1375+1335 + 1295+1255 + 1215+1175 + 1135+1095 = 9880 + 12440 + 18230 = 40,550$

On turn 64, you will get over 40k to upgrade capital to level 4, as long as upkeep only at 40$ or less a turn.


Current Total holdings on turn 64.
1 king, 1 caster, 1 warlord; 3 courtiers (one appointed city stewart), 6 scouts, 6 piker groups; 6 archer groups, 1 knight group, 3 stabber groups; 4 mounted knight groups; level 4 capital; Treasury is 550$; smucker output is 4.1k, and upkeep is 2,005$, which is actually slightly over half. This means that if you stopped producing units at this point, you'd be losing -5$ smuckers every turn. Alternatively, you can keep popping new units. A city that is popping 40$ worth of units a day raises upkeep by 320$ every 8-day period. Which allows for at least 6 more 8-days before upkeep goes past production (having to disband units due to lack of upkeep severely lowers moral for the side). This can be a good tactic, but should not be done unless there is a valid target in mind to attack (deaths from combat never causes moral loss).


5. City Fighting (incomplete)


City fighting is a form of mass combat but with additional complications.

-Cities have no limit as to the number of units that can be within the city hex.
-Cities have additional defenses that are not available on the field. For instance, there is an outer wall, an inner wall, and the tower, which can be charged with magic to fire projectiles against enemy flyers.
-Cities can be put under siege by having at least one enemy unit in each of the surrounding city hexes by the end of the defender's turn. Being under siege means that no smuckers are generated, and no new units can be produced. If the defenders can attack a surrounding hex and defeat all enemies within before their turn ends, then the siege effect does not happen next turn.


Simplified Set-Up

For more abstract play between two players. Do a six city setup. If starting from the beginning of a side build up, then have four empty cities inbetween the two sides. The situation can be set up in two phases. The build up, and then the actual war.

Build up phase gives the players eight days to gain money and units. You pick what sorts of troops you want to recruit. You can also decide how to spend the money your side gets. The two main uses for the money is upkeep, and improving the economy. By improving the economy, you can get more money generated, and access to stronger units. For instance, warlords need an upgraded economy before you can produce them, and you need a pretty big economy in order to gain access to the immense units. Alternatively, you can just save up money for when your upkeep costs more than the money you generate. Basically, you can tech up, or zerg rush. All non-command units popped must stay in their respective cities.

At the end of every eight days, either player can end the build up phase, and send his armies out to attack. For the purposes of simplicity, all units from all claimed cities can be used for the attacking army. Given that it takes time for an army to get to the opponents cities, there will be at least one additional build up phase before the army reaches the next city destination. If the destination hasn't been claimed yet, the ruins will either be empty or have ferals that must be dispatched before capturing the city. If the destination is an enemy city, then a city siege takes place. If both sides send armies out to attack on the same turn, and the destination is an enemy city, then a field battle takes place. After the field battle, both sides retreat for the rest of the 8-turn.


6. Turn order (in progress)
7. Sample Combat (in progress)




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IMPORTANT: I have created an automated unit creator that is more up to date on how to create units than this system, which I haven't improved for awhile.

LINK:


Chapter 06- Toma RPG: Unit Creation

So, you have just founded a capital site, and turned it into your first city. Before you can begin popping out units to begin your inevitable march to world conquest, however, you first need to figure out what your army will consist of. Now, it is true that there are a variety of premade units that a starting side automatically has access to (such as pikers, archers, stabbers, knights, and warlords), but everyone else can make those units too. What can you do to personalize your army, and help mold it into a winning strategy?

The answer is unique units! Every single, newly formed, capital city side on Erf has 6 production ranks worth of exclusive units to create as you wish, and THAT is what we will be focusing on in this section.
When creating a unit, one thing that you may notice is how similar they are to each other. While the looks, names, and personalities of the various units are wildly different in the comic, their basic abilities fall into a narrow range of classifications, such as type, weight, terrain, and size. The greatest factor in deciding how powerful, and unique, a unit can become is the number of slot points allocated to it. The number of slots available are fundamentally limited by the production rank, also known as the city level, needed to produce it. Dwagons are rank 3 units, and can't pop in a level 2 city.

These slots are then put into size modifiers, and specials, that can enhance the unit in a variety of ways. The more slots one starts with, the more choices available. Many specials can only be bought for higher ranked units, as well.

Naturally, it is considered better to have a high class unit, as opposed to a feeble one, but choosing weaker units also has various advantages. Really small units, which can have an upkeep just a single smuckers a day, can only be built as a rank 1. If disposable troop fodder is what you need, then don't even think about high rank stuff. In all honesty, even the weakest units can be rather overwhelming when led by a skilled warlord, which, itself, is only a rank 2 unit.

To help you in your efforts of deciding what sort of unit you would like to create, the following questionnaire has been provided.

1. Race & concept: ==

2. Type: Infantry (4{8}|4|6| 8) [_]
.
or Beast (4{8}|4|6|10) [_]
-Note: combat(cbt) {damage cap(cap)}/ defence(def)/ hit points(hp)/ movement(mv)

3. Weight: Light ( n/c ; 20$) [_]
.
or Heavy (+1{15/3}|+1|+6|+2; 40$) [_]
-Note: Light= default, no change (n/c). Cap is not applicable (n/a) to heavies. Upkeep ($).

4. a) Terrain: Land ( n/c ) [_]
.
Water (*1 {*1}|*1|*1|*1.5) [_]
.
or Air-light (-1 {*1}|-1|-1|*2.0) [_]
.
Air-heavy (-1{15/3}|-1|-2|*3.0) [_]
-- b) If you choose heavy/land, choose favoured terrain (plains; forest; desert; etc)
-- c) If you choose light/land, choose favoured terrain (ground/underground)
-- d) If you choose water, choose favoured terrain (freshwater/seawater)
Note: air units do not have favoured terrain.

5. a) Size (light): Tiny ( 0 {0}| 0{+3}| 1|-4 ; 0 rch| 1.25$ land; 1.75$ air) [_]
.
Small (-1 {3}|-1{+1}|-3|-2 ; 1 rch| 5$ - - - - ) [_]
.
Medium ( n/c ; 1 rch| 20$ - - - - ) [_]
-- b) Size (heavy): Large ( n/c ; 1 rch| 40$) [_]
.
Huge (*2{30/6}|*2{-4}|*3.0|-2; 2 rch| 100$) [_]
.
Massive (*3{99/12}|*3{-7}|*7.5|-4; 3 rch| 200$) [_]
-Note: If light, dmg= 1/2 combat (round down, minimum 1); if heavy, dmg=cbt
-Note: cbt {cap}/def {dodge (dge)}/ hp/ mv; reach (rch)/ $


6. a) Weapon name: ==
-- b) Weapon group: -Melee (rch) [_]
.
-Ranged (rng) [_]
-- c) Weapon length (infantry only): -short [_] <<Must pick if air, beast, or both.
. -middle [_]
.
-long [_]
--Size: tiny (0 rch) |small (5') |medium (5')|large (1 rch) |huge (2 rch) |massive (3 rch)|
short: 0 rch/ 1 rng |1 rch/ 7 rng |1 rch/ 10 rng |1 rch/ 12 rng |2 rch/ 15 rng |3 rch/ 22 rng |
middle: 0 rch/ 4 rng |1 rch/ 30 rng |1 rch/ 40 rng |2 rch/ 50 rng |3 rch/ 60 rng |5 rch/ 90 rng |
long: 0 rch/ 6 rng |2 rch/ 45 rng |2 rch/ 60 rng |3 rch/ 75 rng |4 rch/ 90 rng |6 rch/ 135 rng |
-Note: Rch/Rng of dagger/shuriken=short; sword/bow=middle; spear/heavy crossbow=long
-Note: Long rch weapons, and middle/long rng weapons, may not attack adjunct hexes.
-Note: If land/water infantry picks the 'weapon length: short' option, combat=air infantry.


7. a) Stat swap: ==
-Note: cbt/def can be traded (*1.5 cap; round down). hp/mv can be traded (*1.25 cap; round down).
-- b) Slot trade (+1 slot for each, if applicable): -Upkeep *1.5 [_]
.
-Remove mount special [_]

8. Rank: -Rank 1 (3 slots; pop rate=1 turn ) *$1 [_] <<<Maximum rank (tiny).
. -Rank 2 (5 slots; pop rate=2 turns) *$2 [_] <<<Maximum rank (small).
. -Rank 3 (7 slots; pop rate=4 turns) *$3 [_] <Min rank (huge)/Max rank (med)
. -Rank 4 (9 slots; pop rate=6 turns) *$4 [_] <<<Minimum rank (massive).
-Note: Small: pop rate=4 per turn (2 per turn, if rank 2). Tiny: pop rate=19 (if land), or 12 (if air), per turn.

9. a) Slots (subtract size choice from total): ==
-Note: Large: -2 slots; Huge: -4 slots; Massive: -6 slots.
-- b) Specials: ==
-Note: Specials are bought with slots. Pick from the provided list in section 9.

10. Final unit template: ==
-Quick stats: Check type|weight|terrain|size. Choose appropriate line on the 'Section 5' chart.
-Quick stats: Must add appropriate reach increase, if using a middle/long ranged weapon.


Race: {Rank: }|Type: | Weight: {Size: }| Terrain:
Weapon Name: | Group: | Length:
cbt: {cap: }| def: {dge: }| hp: | mv: | rng: | $
Stat Swap
: % for %| Slot Trade: | Pop Rate:
Specials:
Author's Notes: Can weapon length be simplified? How big is massive, in terms of hexes?

If you follow these steps, you should be able to create a unit of your very own. To understand what each choice means. Read below. In addition, I shall give an example of how to answer these questions to create a twoll, a typical unique unit from Gobwin Knob.


1. Creating A Concept/Naming Your Unit

While this page shows you how to create your units, it doesn't make them come alive. While you can just pick your unit's stats and specials, it leads to something bland and generic, and doesn't really express a vision as to what your side is all about.

You can make a simple land mount, OR you can make a unicorn. Why just create a bird with a fire special when you can make your own phoenix instead? Anything you can envision, you can take that image and then go forward with it. You can make a pixie, an electric elephant, or even a ghost-like being (stats as flying infantry, with immunity to physical damage. Point cost to be determined). An ogre and a giant are not really fundamentally different, in terms of stats, they both count as large sized, land based, heavy infantry units, but how you imagine they look and act makes all the difference in the world.

So, when creating a unit, try to imagine what sort of unit you would like it to be. When doing so, try in particular to decide these three things, because how you answer will determine what stat template the unit will end up with.
  1. person or animal- can your creation think? Can it use tools or is it just a pet?
  2. small or large- Is it small like a bat, massive like a whale, or about the size of a person?
  3. preferred travel method- does it get around mainly by swimming, walking, or flying?

Choose name of unit type, and write down description.
Example: Making a twoll.
1. Race & concept: == Twoll. Big ugly guy that likes dark places.


2. Unit: Type

Before going any further, let's run down of the 8 numbers that will be defining your units again.
Stats
1. combat (cbt)Determines hit chance, and damage dealt (if stat is equal to, or lower than, defense)
2. damage cap (cap)Maximum amount of damage that can be dealt in a single strike. Excess damage is ignored.
3. defense (def)Determines your chance to avoid being hit, and damage dealt (if stat is equal to, or lower than, combat)
4. dodge (dge)Additional def modifier, applicable only if opposing units are of different sizes.
5. hit points (hp)Determines the amount of damage your unit can withstand before croaking. 0 hp incapacitates, -1 croaks.
6. movement (mv)Determines how fast your unit can move in a combat round, and who moves first.
7. reach (rch)Determines how far away you can hit your opponent from.
8. upkeep ($)Determines the cost to keep the unit alive every turn. Also doubles as a supply cap when creating custom armies.
When looking at your stats, they will be listed like this: cbt{cap}| def {dge}| hp| mv| rch| $
When you begin, you get two base templates to add in the relevant numbers. They are infantry, and beast.


Type: Infantry (default)
Infantry
4 cbt {8 cap}4 def {0 dge}6 hp8 mv1 rng20 $
Base stats: 4 combat, with a damage cap of 8; 4 defense; 6 hit points; 8 Movement. Combat reach is 1 hex, which is 5 feet, or 1.5 meters. Damage inflicted upon a successful attack is 1/2 of either defense or combat stat, whichever is lower (round up; minimum 1 point). Size is under the light (medium) setting (roughly human sized, although, technically, Earth humans are much larger), which is the standard, and counts as being 1 hex. Upkeep is 20 smuckers ($) per turn.

Note: All light infantry are assumed to have a weapon and armour. Without a weapon, current combat drops by 1/2 (round down, can be 0), and damage cap drops to 1. Depending on weapon and unit size, combat reach may be lowered. Without armour, simply subtract 1 from defense.


Type: Beast
Beast
4 cbt {8 cap}4 def {0 dge}6 hp10 mv1 rng20 $
Base stats: 4 combat, with a damage cap of 8; 4 defense; 6 hit points; 8 Movement. Combat reach is 5 feet, or 1.5 meters. Damage inflicted upon a successful attack is 1/2 current combat/defense stat, whichever is lower (round up; minimum 1 point). Size is under the medium/light setting (roughly cougar sized), which is the standard, and counts as being 1 hex. Upkeep is 20 smuckers ($) per turn.

Stat wise, their biggest difference from infantry is the extra two points in move, this gives them initiative in combat, when compared to normal infantry. It should be noted, however, that beasts are physically stronger than infantry. This is expressed by the fact that they have natural weapons, and armour, to do battle with, so they are considered to always be equipped for battle. Physically speaking, infantry are usually bipedal, and has arms, while beasts are quadrupeds, and only have legs. Although there are variations (centaurs, apes) that require special rules. Beasts can also be harvested for provisions. Doing so can cause moral issues to the side, however.

On the down side, they lack intelligence. They can't speak, read, command, or wield weapons. Tool using is beyond them. Beasts could not, for instance, turn a doorknob to open a door. There are also rare cases of a beast going feral if it receives bad treatment for an extended period, or are in the process of being automagically disbanded, due to an upkeep shortfall. If an enemy unit is significantly larger, they may avoid auto-attacking it, without specific orders, which can be troublesome when trying to defend a city.

Beasts have issues with capturing. Can only capture smaller sized units, cannot give orders to captured units, meaning the beast must guard the captured unit at all times.

Unlike with infantry, beasts do not pop with a name. They can be given a name by scout/commander units.

Sprint: Beasts have an exclusive ability, that is free to the type, where they can forgo an attack, and use their full move a second time (only half their full move, rounded down, if a heavy). This doubles their effective combat move, but does not grant any other bonuses (such a higher initiative). This can only be done in areas where they do not suffer a movement penalty due to terrain, however.

Mount: Beasts can have a rider of a variable size, depending on factors. Rider must have the rider special to benefit or are simply considered as being carried instead.


Infantry or beast unit. Choose one.
Example: Making a twoll.
2. Type: Infantry (4{8}/4/6/ 8) [X]
.
or Beast (4{8}/4/6/10) [_]
-Note: combat(cbt) {damage cap(cap)}/ defence(def)/ hit points(hp)/ movement(mv)


ADVANCED RULES: Click here.



3. Unit: Weight

There are two weight classifications for units. Light, and heavy.


Weight: Light (default)
Light: Infantry/Beast
4 cbt {8 cap}4 def {0 dge}6 hp8/10 mv5'20 $
Your unit is already assumed to be this. Technically speaking, all units are assumed to be a Light (medium) unit when character generation begins, more on that later. If you wish your unit to remain in the light class, then change nothing at this time, and move on to the next step.


Weight: Heavy
Heavy: Infantry/Beast
5 cbt {15/3 cap}5 def {-2 dge}12 hp10/12 mv5'40$
When you select the heavy option, your unit triples in size, or more. He becomes much stronger as well. Exact stat increases are as follows.

Base stats: +1 cbt, and the cap increases to 15, and the minimum damage increases to 4; +1 def; *2 hp; +2 mv. Damage inflicted upon a successful attack has been increased. It is now equal to the current combat/defense stat, whichever is lower (currently both are at 5), -1. This makes a damage of 4 per hit. Dodge is -2, vs medium units, which further lowers damage by -2, however minimum damage is still 4, so no change. Size is under the heavy (large) setting (roughly horse sized), which is the standard for heavy units, and counts as being 3 hexed. Upkeep is doubled to 40$ per turn.

Note: All heavy infantry are assumed to have a weapon and armour. Without a weapon, divide current combat total by half (round down). Unlike with light infantry, damage remains equal to combat/defense. Damage cap is lowered to 8 (minimum 4). Without armour, -1 from defense. Beasts are always considered to be armed with natural weapons and armour.
To create a heavy, you must spend some slots. The exact number of slots depends on the size category, which shall be explained later. This allows the unit to gain the heavy classification. The differences change depending on previous choices made.

In addition to the stats increase, heavy units gain the following specials for free.
  • damage reduction: -2 damage when hit. If attack fails to penetrate dr, roll 1d20, if 2 or less, -1 hp.
  • cleave (if melee): if first (only first) attack croaks target, may immediately attack again against any unit that is within reach.
  • Rapid Shot (if ranged): if first (only first) shot croaks target, may immediately attack again against any unit that is within reach.
  • favoured terrain (ground): Can ignore up to 1 point of movement penalty, in regards to any land terrain.
To compensate, there are also some innate disadvantages that all heavies suffer from.
  • Attack rate is halved (only one attack every 2 turns).
  • cannot go underground (alternatively, if large takes favoured terrain: underground, unit loses the 'favoured terrain: ground' ability. It's one or the other).
  • Your dodge could also be called your size modifier. It affects how likely you are to hit, and to avoid being hit, by differently sized units. To determine what a unit's dodge score is, check the size of the attacking unit, and the size of the defending unit. If sizes are equal, do nothing, if attacker is smaller than defender, then subtract both numbers from the defender's defense. When the attacker is larger, then add both numbers to the defender's defense (ie. Heavy units have a -2 to dodge, which means that if a light (medium) unit attacks it, they take a -2 to defense. Likewise, the light unit gains a +2 to defense when being attacked by the heavy.
  • Can capture a light unit with a successful attack (can carry 2 captured light units, but cannot fight without a free hand). When attempting a capture, dodge bonus is doubled (ie. Tiny unit has a +5 bonus from dodge to avoid being hit by a large unit, but a +10 bonus to avoid being captured)
  • Total light unit carrying capacity: 2 (both must be captives)
If your unit is a beast, they gain two additional changes.
  • I think I'll also bump up minimum damage to 4.
  • capture: beasts can only capture one light unit (instead of 2 that infantry units can).
    Total light unit carrying capacity: 3 (2 passengers, and 1 captive)










eeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee


Light or heavy unit. Choose one.
Example: Making a twoll.
3. Weight: Light ( n/c ; 20$) [_]
.
or Heavy (+1{n/a}/+1/+6/+2; 40$) [X]
-Note: Light= default, no change (n/c). Cap is not applicable (n/a) to heavies. Upkeep ($).


4. Unit: Terrain

There are three terrain categories for a unit. Land, water, and air.


Terrain: Land (default)
Land
Light- Infantry/Beast:4 cbt {8 cap}4 def {0 dge}6 hp8/10 mv5'20 $
Heavy- Infantry/Beast:5 cbt {15 cap}5 def {-2 dge}12 hp10/12 mv5'40 $
Your unit is already assumed to be this. No change.
Note: This is something that doesn't really have much bearing as things currently stand. However, as I am showing how to create a twoll, I would be remiss not to mention the underground special, which twolls happen to have. Therefore...
  • Terrain: If a land terrain type commander, unit gains the ride special for free.
  • Underground (heavy only): Heavy land units are normally forbidden from going underground. However, if they have the underground terrain type, they may do so. Doing this causes the heavy to lose his ability to ignore up to 1 point of negative terrain modifiers in other areas though.

Terrain: Water
Water
Light- Infantry/Beast:4 cbt {8 cap}4 def {0 dge}6 hp16/20 mv5'20 $
Heavy- Infantry/Beast:5 cbt {15 cap}5 def {-2 dge}12 hp20/24 mv5'40 $
Only cities that are next to a source of water, such as a lake, river, or ocean, may produce a water unit. Units will automatically be placed in the water. No additional points need to be spent for a unit to gain this option. Simply modify existing air/land unit and give them the water terrain option instead. All city produced units are considered to be equally capable of surviving in fresh, and saltwater. Should an infantry water unit be created, then it's feet become much larger, and webbed, or possibly a fishtail, in order to properly navigate underwater.
  • Human infantry troops can have the water terrain type. This just means that they can properly increase the movement of ships.
  • Base stats: No change to cbt, def, or hp; *2 move.
  • May dive deep underwater to avoid attacks. Can be difficult to target units above though.
To compensate for this advantage the following maluses are applied.
  • Will die after 6 turns out of water (land/air units will likewise drown in 6 turns, if fully submerged into the water).
  • Move is reduced to 1 out of the water (land/air units will likewise have move reduced to 1, if forced to swim).
  • Ranged attacks are prohibited while underwater, due to water being a lousy medium for it (also makes it too easy to destroy ships if they can attack from deep below the water).
  • (beasts only) May not use the dash special.
  • infantry do not wear armour, but have tougher skin due to living underwater, so no change to defense stat.

Terrain: Air
Air
Light- Infantry/Beast:3 cbt {8 cap}3 def {0 dge}5 hp16/20 mv5'20 $
Heavy- Infantry/Beast:4 cbt {n/a cap}4 def {-2 dge}10 hp30/36 mv5'40 $
Air units, also known as fliers, offer unparalleled mobility advantages, but also suffer various weaknesses. In addition, heavy fliers are treated differently from light fliers, so this section is divided into two parts. To make a unit a flier, no additional points are spent.

The following change is automatic for all air units.
  • Human air infantry do not gain any particular advantage.
  • Terrain modifiers have no effect, except for hill/mountain hexes.
  • Can move out of reach of non-ranged land units, and attack anywhere he wishes.
To balance things out, fliers also have the following disadvantage.
  • Defense drops to 0 vs ranged attacks, while flying. Flier can regain defense stat by landing on the ground. However, unit must move as a land unit does.
  • When walking on the land, movement is 1/2 of a typical land unit of the same type.
  • Negative movement effects from weather are doubled.
  • Even when being carried as a passenger by a mount, fliers still lose move at the normal rate.
Changes when becoming a Light Air (infantry/beast)
-1= 3 cbt {8 cap}-1= 3 def {0 dge}-1= 5 hp*2= 16/20 mv+0'= 5'+0= 20 $
There are some specific changes that depend on unit type.
Infantry:
  • The -1 cbt does not come from a simple stat reduction, rather, the penalty is directly due to the infantry unit being unable to use standard sized weapons. Only small and light ones are permitted (daggers; gauntlets). In terms of weapon range, they count as unarmed.
  • The -1 def does not come from a simple stat reduction, rather, the penalty is directly due to the infantry unit being unable to wear armour while flying (too heavy). The unit actually could wear armour, but would have to travel at 1/2 the speed of a land unit of the same type.
  • When unarmoured, combat rolls that come off as a draw actually cause 1 point of damage. There is also a higher chance to be critted.
  • May not acquire the rider special.
Beast:
  • Flying beasts are naturally weaker than their land based brethren, and suffer a -1 to combat.
  • Fliers are not considered naturally armoured, and take a -1 to defense as a result. When unarmoured, combat rolls that come off as a draw actually cause 1 point of damage. There is also a higher chance to be critted.
Changes when becoming a Heavy Air (infantry/beast)
-1= 4 cbt {8 cap}-1= 4 def {0 dge}-2= 10 hp*3= 30/36 mv+0= 1 rch+0= 40 $
Take note that heavy fliers get their move speed tripled in comparison to land units, instead of doubling the speed, like the light fliers do. This makes them the fastest units in the game. In addition to the stat changes, there are differences in the heavy specials, to show how fliers are less combat capable than land units.
  • damage reduction: -1 to all injuries taken (instead of -2).
  • Fliers do not gain the cleave special automatically.
  • -1 maximum carrying capacity.

Land, water, or air unit. Chose one.
Example: Making a twoll.
4. a) Terrain: Land ( n/c ) [X]
.
Water (*1 {*1}/*1/*1/*1.5) [_]
.
or Air-light (-1 {*1}/-1/-1/*2.0) [_]
.
Air-heavy (-1{n/a}/-1/-2/*3.0) [_]
-- b) If you choose heavy, is it underground capable, Y/N? == Y

ADVANCED RULES: Click here.



5. Unit: Size

While there are only two weight modifiers, there are a total of 6 size categories. Each weight classification has access to three of them. Until now, you have been restricted to using the light (medium), and heavy (large) choices. However, you may now select from other options.


Size: Medium (default for light units)
Medium
Land- Infantry/Beast:4 cbt {8 cap}4 def {0 dge}6 hp8/10 mv5'20 $
Water- Infantry/Beast:4 cbt {8 cap}4 def {0 dge}6 hp12/15 mv5'20 $
Air- Infantry/Beast:3 cbt {8cap}3 def {0 dge}5 hp16/20 mv5'20 $
  • Pops every 1+ turns. Consider them roughly equivalent to a person.
  • Medium units can be a rank 3, maximum.



Size: Small
Small
Land- Infantry/Beast:3 cbt { 6 cap}3 def {+1 dge}3 hp6/8 mv>5'10 $
Water- Infantry/Beast:3 cbt {6 cap}3 def {+1 dge}3 hp10/13 mv>5'10 $
Air- Infantry/Beast:2 cbt {6 cap}2 def {+1 dge}2 hp14/18 mv>5'10 $
  • Pops 2 a turn. They are about the size of a marbit/cougar.
  • Damage is 1/2 of combat/defense, ROUNDED DOWN (not up).
  • Small units can be a rank 2, maximum.

Size: Tiny
Tiny
Land- Infantry/Beast:0 cbt {0 cap}0 def {+3 dge}1 hp4/6 mv0'1$
Water- Infantry/Beast:0 cbt {0 cap}0 def {+3 dge}1 hp8/11 mv0'1$
Air- Infantry/Beast:0 cbt {0 cap}0 def {+3 dge}1 hp12/16 mv0'2$
  • Land/Water units pop 20 a turn. They are about the size of a rat.
  • Air units pop 10 a turn. They are about the size of a bat.
  • Only available for rank 1 units.
  • Damage cap of 0 means no automatic damage on a hit. Instead, when hitting a tiny unit, roll 1d20, if 10 or less, -1 hp from target. When hitting a small/medium unit, roll 1d20, if 2 or less -1 hp from target. When hitting heavy units, no chance of damage. Tiny units auto crit when hitting another tiny unit though.

Size: Large (default for heavy units)
Large
Land- Infantry/Beast:5 cbt {15 cap}5 def {-2 dge}12 hp10/12 mv<5'40 $
Water- Infantry/Beast:5 cbt {15 cap}5 def {-2 dge}12 hp15/18 mv<5'40 $
Air- Infantry/Beast:4 cbt {15 cap}4 def {-2 dge}10 hp30/36 mv<5'40 $
  • Pops once every 1+ turns. Covers 3 hexes. *2 to base upkeep.
  • Large units have no rank limitations.
  • Cost is -2 slots.

Size: Huge
Huge
Land- Infantry/Beast:10 cbt {30 cap}10 def {-4 dge}36 hp8/10 mv10'100 $
Water- Infantry/Beast:10 cbt {30 cap}10 def {-4 dge}36 hp13/16 mv10'100 $
Air- Infantry/Beast:8 cbt {30 cap}8 def {-4 dge}30 hp28/34 mv10'100 $
  • Pops once every 4+ turns. Covers 9 hexes. *5 to base upkeep.
  • Minimum rank 3.
  • Cost is -4 slots

Size: Massive
Massive
Land- Infantry/Beast:15 cbt {n/a cap}15 def {-7 dge}90 hp6/8 mv15' rch200 $
Water- Infantry/Beast:15 cbt {n/a cap}15 def {-7 dge}90 hp11/14 mv15'200 $
Air- Infantry/Beast:12 cbt {n/a cap}12 def {-7 dge}75 hp26/32 mv15'200 $
  • Pops once every 6 turns (exactly 6). Covers 27 hexes. *10 to base upkeep.
  • Only available at rank 4
  • cost is -6 slots
  • attacks once per 3 rounds

Additional Notes for Heavies
Large, huge, and massive units all fall under the heavy category. Massive units can only be created by level 3+ cities, and cost 4 slots, while massive units can only be created by a level 4 city and cost 6 slots. Compared to medium light units (considered the universal default settings), they take the following stat changes.

With the addition of sizes, the dodge stat becomes especially important. The difference between a heavy (large) and a light (medium) unit is only 2 points, but the difference between a heavy (massive), and a light (tiny) is 10! All units are being compared to a light (med) unit, but that can be easily altered. A tiny unit has a +3+2=+5 chance to dodge a large unit.

This assumes no area attack. Area attacks (such as breath weapons and slam attacks), are automatically assumed to hit.
NOTE: A unit may not use a slam attack unless he is a heavy. Unit must be larger than the target. When using a slam attack, all targets shall immediately have a free attack round to strike first, before being hit in turn (unless they are caught unawares). Fliers may not be slammed by land or water units, but may be slammed by flier units.


STATS: Infantry
///////LAND INFANTRY/////////
SizeCombat{Damage Cap}/Defense/Hit Points/Movement;Reach/Dodge/Upkeep
Light-Tiny0 cbt0 cap0 def1 hp4 mv (8-4)0'+3 dge1$
Light-Small3 cbt3 cap3 def3 hp6 mv (8-2)>5'+1 dge10$
Light-Medium4 cbt8 cap4 def6 hp8 mv (8)5'+0 dge20$
Heavy-Large5 cbt15 cap5 def12 hp10 mv (10)<5'-2 dge40$
Heavy-Huge10 cbt30 cap10 def36 hp8 mv (10-2)10'-4 dge100$
Heavy-Massive15 cbtn/a cap15 def90 hp6 mv (10-4)15'-7 dge200$

//////////AIR INFANTRY///////////
SizeCombat{Damage Cap}/Defense/Hit Points/Movement;Reach/Dodge/Upkeep
Light-Tiny0 cbt0 cap0 def1 hp12 mv (8*2-4)0'+3 dge2$
Light-Small2 cbt3 cap2 def2 hp14 mv (8*2-2)>5'+1 dge10$
Light-Medium3 cbt8 cap3 def5 hp16 mv (8*2)5'+0 dge20$
Heavy-Large4 cbt15 cap4 def10 hp30 mv (10*3)<5'-2 dge40$
Heavy-Huge8 cbt30 cap8 def30 hp28 mv (10*3-2)10'-4 dge100$
Heavy-Massive12 cbtn/a cap12 def75 hp26 mv (10*3-4)15'-7 dge200$

///////WATER INFANTRY\\\\\\\\\\\
SizeCombat{Damage Cap}/Defense/Hit Points/Movement;Reach/Dodge/Upkeep
Light-Tiny0 cbt0 cap0 def1 hp12 mv (8*2-4)0'+3 dge1$
Light-Small3 cbt3 cap3 def3 hp14 mv (8*2-2)>5'+1 dge10$
Light-Medium4 cbt8 cap4 def6 hp16 mv (8*2)5'+0 dge20$
Heavy-Large5 cbt15 cap5 def12 hp20 mv (10*2)<5'-2 dge40$
Heavy-Huge10 cbt30 cap10 def36 hp18 mv (10*2-2)10'-4 dge100$
Heavy-Massive15 cbtn/a cap15 def90 hp16 mv (10*2-4)15'-7 dge200$


STATS: Beasts
///////LAND BEAST/////////
SizeCombat{Damage Cap}/Defense/Hit Points/Movement;Reach/Dodge/Upkeep
Light-Tiny0 cbt0 cap0 def1 hp6 mv (10-4)0'+3 dge1$
Light-Small3 cbt3 cap3 def3 hp8 mv (10-2)>5'+1 dge10$
Light-Medium4 cbt8 cap4 def6 hp10 mv (10)5'+0 dge20$
Heavy-Large5 cbt15 cap5 def12 hp12 mv (12)<5'-2 dge40$
Heavy-Huge10 cbt30 cap10 def36 hp10 mv (12-2)10'-4 dge100$
Heavy-Massive15 cbtn/a cap15 def90 hp8 mv (12-4)15'-7 dge200$
//////////AIR BEAST///////////
SizeCombat{Damage Cap}/Defense/Hit Points/Movement;Reach/Dodge/Upkeep
Light-Tiny0 cbt0 cap0 def1 hp16 mv (10*2-4)0'+3 dge2$
Light-Small2 cbt3 cap2 def2 hp18 mv (10*2-2)>5'+1 dge10$
Light-Medium3 cbt8 cap3 def5 hp20 mv (10*2)5'+0 dge20$
Heavy-Large4 cbt15 cap4 def10 hp36 mv (12*3)<5'-2 dge40$
Heavy-Huge8 cbt30 cap8 def30 hp34 mv (12*3-2)10'-4 dge100$
Heavy-Massive12 cbtn/a cap12 def75 hp32 mv (12*3-4)15'-7 dge200$
///////WATER BEAST\\\\\\\\\\\
SizeCombat{Damage Cap}/Defense/Hit Points/Movement;Reach/Dodge/Upkeep
Light-Tiny0 cbt0 cap0 def1 hp16 mv (10*2-4)0'+3 dge1$
Light-Small3 cbt3 cap3 def3 hp18 mv (10*2-2)>5'+1 dge10$
Light-Medium4 cbt8 cap4 def6 hp20 mv (10*2)5'+0 dge20$
Heavy-Large5 cbt15 cap5 def12 hp24 mv (12*2)<5'-2 dge40$
Heavy-Huge10 cbt30 cap10 def36 hp22 mv (12*2-2)10'-4 dge100$
Heavy-Massive15 cbtn/a cap15 def90 hp20 mv (12*2-4)15'-7 dge200$


Medium, small, or tiny unit./ Large, huge, or massive unit. Choose one.
Example: Making a twoll.
5. a) Size (light): Tiny ( 0 {0}/ 0{+3}/ 1/-4 ; 0 rch/ 1.25$ land; 1.75$ air) [_]
.
Small (-1 {3}/-1{+1}/-3/-2 ; 1 rch/ 5$ - - - - ) [_]
.
Medium ( n/c ; 1 rch/ 20$ - - - - ) [_]
-- b) Size (heavy): Large ( n/c ; 1 rch/ 40$) [X]
.
Huge (*2{n/a}/*2{-4}/*3.0/-2; 2 rch/ 100$) [_]
.
Massive (*3{n/a}/*3{-7}/*7.5/-4; 3 rch/ 200$) [_]
-Note: If light, dmg= 1/2 combat (round down, minimum 1); if heavy, dmg=cbt
-Note: cbt {cap}/def {dodge (dge)}/ hp/ mv; reach (rch) (1 hex= 5 feet)/ $



6. Unit: Weapons
There are two weapon groups, melee, which is close combat, and ranged, which are mainly missile weapons. Among the first group (melee), there are three lengths. Short, middle, and long. Among the second group (ranged), there are, again, three lengths. As before, they are short, middle, and long. Calculating this total shows the unit's total combat reach, expressed in feet.

All standard beast weapons are considered short melee weapons. However, infantry can have a much wider area of attack (due to being able to use items). If disarmed, their combat reach changes to short, and they suffer penalties to combat, and damage.

Most infantry melee weapons are of the 'middle' length. The exception is flying infantry, which are limited to using short weapons, due to weight restrictions. When infantry uses short weapons, they get a -1 to combat. Long length weapons give an extra hex of reach, but they are useless for attacking adjunct hexes.

If an infantry unit ends up with a ranged missile weapon instead, 'middle' is, as before, the standard. Air infantry are limited to short length weapons only, and for the same reason. Short length weapons have 1/4 the range of middle ones (round down), and suffer a -1 to combat. Long ranged weapons, on the other hand, are multiplied by *1.5, but take a round to reload after firing (can move as normal, but cannot attack). Middle/long range weapons may not fire upon adjunct hexes, but short range ones can.

Special: Weapon/armour*1-Air infantry only. If you feel restricted by the fact that your air infantry is only allowed to use short weapons, and no armour, then consider getting this when it comes time to buy specials. It allows your unit to pick from all middle/long weapons. In addition, units are allowed to wear armour. Cbt/def/rch/rng can now be equal to land infantry.


Weapon: Beast
Beasts, like infantry, have one primary attack method. Here are some options.
  • Claw, bite, antlers, horns, tail, feet
Melee/Reach (rch)
LengthTinySmallMediumLargeHugeMassive
Short:0'>5'5'<5'10'15'
Choose one of the following (or a similar option, as this list is not exhaustive, by any means). This will become the beast's primary method of attack. Given that Animals can have multiple ways of fighting, you are also allowed to have more. A unicorn can pierce its enemy with it's horn, or use its hind legs to deliver a powerful kick to someone behind it. It's not really needed to list more then one attack method, it's more of a roleplay aspect, although if a beast has captured a unit, it may need an alternate attack.

Beasts may not use anything other than the natural weapons chosen.


Weapon: Infantry
There are two things to choose as an infantry unit, the weapon group (melee or range), and the weapon length (short, middle, or long). All air infantry units must select short option. Ground and water units may also select the short option. However, if they do, they must take a -1 to combat. Air infantry do not take an additional -1 to combat, because they are assumed to have already taken the reduction.
Melee/Reach (rch)
LengthTinySmallMediumLargeHugeMassive
Short:0'>5>5'510'15'Note: cbt is calculated the same as air unit, if chosen.
Middle:0'55'10'15'25'
Long:0'>10'10'15'20'30'
  • short: dagger, gauntlet, brass knuckles (if air terrain unit is chosen, player must select this).
  • middle: sword, club, short spear.
  • long: spear, whip (+1 reach, but can't attack adjunct hexes).
At the bigger size levels, having even a middle length weapon gives a significant reach advantage over beasts.
Ranged (rng)
LengthTinySmallMediumLargeHugeMassive
Short:<0'30'40'60'75'110'Note: cbt is calculated the same as air unit, if chosen.
Middle:>5'150'200'250'300'450'
Long:<5'225'300'375'450'675'
  • short (1-10 rng; 8 ammo): throwing knives, shuriken, slings, natural shockomancy (archons)
  • middle (2-40 rng; 12 ammo) : bows (can't attack adjunct hexes)
  • long (2-60 rng; 12 ammo): heavy crossbow (can't attack adjunct hexes. After shooting, takes 1 round to reload)
One big disadvantage of picking the ranged option is that there is a limited amount of ammo. Infantry units can replace spent attacks, but beasts units, generally speaking, may not (exceptions may apply. ie. yellow dwagon may reload half his crap attack ammo, one hour after eating). This is especially true for attacks requiring juice. Spent ammo repops for unit at start of turn.

NOTE: When a tiny unit is attacking a larger one, ignore the rule about being unable to attack adjunct hexes. However, when attacking units of the same size, the rule remains in place.

This list is not exhaustive. Infantry can use a wide variety of weapons, but only that one weapon class. Their only other attack is using their fists. All infantry are assumed to have their weapon when going into battle.

As a reminder. All infantry can use a weapon, and are much weaker without it. If a light unit is disarmed, decrease current combat by 1/2, and range is considered short. Light units also have their damage cap lowered to 1. Heavy units also drop their current combat by 1/2, and have range dropped to short, but damage remains uncapped. Units may not use weapons other than the one chosen for it. If you use a club, you may not use a sword, if you use a sword, you may not use a spear, etc.



Other damage types

How damage is done may also have some importance. Cutting (sword), impaling (spear), and bashing (club) can have different effects. Canon mentions that bash can be used as siege. Therefore, heavies might have this ability, who knows what other advantages one can have?

In addition to physical damage. There is also many others. There are area attacks, like gas, fire, smoke, and even slam attacks (especially when a units is multi hexes in size)

There are alternative ranged attacks like shockomancy. Figuring out of far a ranged weapon can shoot is another important factor.
Explosion type damage is different from siege. Charlie made an armoured room to specifically be "anti-blast". The floor seems to have not been anti-blast though, as an RPG destroyed it.

Don't really have the answers yet. Damage types is something that needs work.


Weapon name; melee/ranged group; short/normal/long length. Choose one for each.
Example: Making a twoll.
6. a) Weapon name: == club
-- b) Weapon group: -Melee (rch) [X]
.
-Ranged (rng) [_]
-- c) Weapon length (infantry only): -short [_] <<Must pick if air, beast, or both.
. -middle [X]
.
-long [_]
-Note: Rch/Rng of dagger/shuriken=short; sword/bow=middle; spear/heavy crossbow=long
-Note: Long rch weapons, and middle/long rng weapons, may not attack adjunct hexes.
-Note: If land/water infantry picks the 'weapon length: short' option, -1 combat.



ADVANCED RULES: Click here.


7. Unit: Stat/Slot Reallocations
This is an optional area to give additional customization options to your unit. Changes to stats, and certain abilities, or disadvantages, can be traded for slots, which can then be traded for new specials.


Stat Swap
If you wish, you may increase its combat or defense by half (50%). However, to do so, you must lower the other stat by an equivalent amount. Therefore, if you increase defense, you must decrease combat, and vice versa. Given the usefulness of having as high a combat as possible, especially for heavy units, damage reduction is also affected when you alter these stats. In addition, units with a defense increase pop with a shield.
  1. cbt: Increase by up to 1.5 (round down), but lower def by equal amount.
    1. if heavy, -1 to damage reduction.
  2. def: Increase by up to 1.5 (round down), but lower cbt by equal amount.
    1. Infantry pops with shield. If infantry loses shield, -1 to defense, but +1 to combat.
    2. Light land infantry pops with full plate armour suit if defense is increased by 50%. Suit grants DR 0 (functions as armoured special, only it covers entire body). If armour is removed/destroyed, -2 to defense (defense must increase by 2 or more to get this).
    3. Light beasts gain "armoured" special if defence is increased by any amount.
    4. Heavy units gets +1 to damage reduction if defence is increased by any amount.
You may also increase hit points or movement, but only by one quarter (25%). Hit points are especially important not to alter overly much, as half the hit points of a large unit would give it the same as a medium one, and if the medium lowers its hp by half, it ends up with the same hit points as a small sized unit.
  1. hp: Increase by up to 1.25 (round down), but lower mv by equal amount.
    1. -1 to dodge.
  2. mv: Increase by up to 1.25 (round down), but lower hp by equal amount.
    1. +1 to dodge
Remember, it's two seperate pairings. If you increase hit points, you must lower movement. You may not increase combat by lowering your hit points. If you do this, your character is also forbidden from taking a 50% stat increase special. You may not increase combat by 50% from this, and then add another 50% from another source.


Additional Slots
There are also things you can do to gain some additional slots for your unit. The easiest one is simply increasing upkeep by 50%. This gives you one additional slot. You may only do this once. Most heavy units are mounts, but I have occasionally seen ones that are not. Therefore, I rule that mount is a free slot to heavy beasts but it can be traded in for something else, if the player wants. More may end up being added at a later date.
  • Increase upkeep by *1.5= +1 slot
  • Remove mount special (lowers carrying capacity by 1 (if air) or 2 (if land); beast only)= +1 slot
  • Infantry body

Swap stats, and trade specials for slots.
Example: Making a twoll.
7. a) Stat swap : == no
-Note: cbt/def can be traded (*1.5 max; round down). hp/mv can be traded (*1.25 max; round down).
-- b) Slot trade (+1 slot for each, if applicable): -Upkeep *1.5 [_]
.
-humanoid (move=infantry;-1 def/cbt) [_]
.
-Remove mount special [_]


ADVANCED RULES: Click here.



8. Unit: Production Rank
Upkeep is determined by the unit's rank, which is to say the city's level, and it also dictates how many turns are needed before the unit will pop. The base cost is 20 smuckers a day, and number is multiplied by the unit rank, size modifiers, and a few optional factors, to determine the final cost.

With these things in mind here are the here are a few basic things to note for units that depend on their production rank.
  • A unit from city level 1 has 3 slots to work with. Upkeep is current amount *1. Pop time: 1 per turn.
  • A unit from city level 2 has 5 slots to work with? Upkeep is current amount *2. Pop time: 1 per 2 turns.
  • A unit from city level 3 has 7 slots to work with? Upkeep is current amount *3. Pop time: 1 per 4 turns.
  • A unit from city level 4 has 9 slots to work with? Upkeep is current amount *4. Pop time: 1 per 6 turns.
  • Cities to not pop new units at level 5.
  • If small (rank 1 option only); Pop time: 4 per turn. If tiny (air): 12 per turn. If tiny (land/water): 19 per turn.
The base cost assumed for a unit is 20$, if you end up picking a higher ranked unit at this point, take the current cost of the unit, and multiply it by the value shown. A twoll would be a rank 1 unit, so you multiply it by 1. If I had a rank 4 massive unit then that would be 20 (base) *2 (heavy) *5 (massive) *4 (rank 4 unit)= 800 smuckers per turn.

The other important trait, is the number of slots gained from your choice of production rank. We'll keep a note of it on the unit creation list.


Choose unit production Rank of 1, 2, 3, or 4.
Example: Making a twoll.
8. Rank: -Rank 1 (3 slots) *1 upkeep [X] <<<Minimum rank, if large.
. -Rank 2 (5 slots) *2 upkeep [_]
.
-Rank 3 (7 slots) *3 upkeep [_] <<<Minimum rank, if huge.
. -Rank 4 (9 slots) *4 upkeep [_] <<<Minimum rank, if massive.
-Note: Small: rnk 1 only; pop 4 per turn. Tiny: rnk 1 only; pop 19 (land)/12 (air), per turn.


ADVANCED RULES: Click here.


9. Unit: Specials
At this point, you are officially on the final step of unit creation. Any points remaining for specials can be spent here.

You may pick whatever you want, under restrictions. Should you pick two options that are mutually exclusive (such as armour ignore, which allows an increase to damage cap, and a dual wield, that lowers the damage cap when doing two+ attacks per round), player must be sure to declare which special is in effect (in this case, attacking twice per round means the armor ignore special is not being used).

Specials cost a varying number of points, the point cost is generally, but not always, equivalent to the city level/production rank required to pop the unit. They have their own ranking system, which is called tier. Rank one units can only use specials that have a tier that is equivalent to, or less than, the unit's rank.


Tier 1 Specials
  • Advanced Initiative: <All.> When determining initiative, +5 to move. Can attack while in the surprised state.
  • Armoured: <All.> Back half is protected. DR 1 if tiny, DR 2 if small/medium, +1 DR for every additional size (max 5), and -1 from total if flier. If damage is equal to, or below, DR, then no chance of damage (no additional 1d20 roll to inflict 1 hp on target). If damage exceeds dr, unit takes full damage. If damage exceeds armour by 5 points, -1 to armour. Armour is destroyed if it goes below 0.
  • Batting: Club only. Hits airborne objects with bat and shoots them at target. Treat shots the same as archery special.
  • Breath Air/Underwater: All. Allows a water unit to breath air, and vise versa.
  • Capture: Beasts only. Free for heavy units. Allows beasts to capture an enemy unit like infantry units are automatically capable of doing.
  • Cleave: Melee only. If you deal a creature enough damage to croak, you get an immediate, extra melee attack against another creature within reach. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.
  • Dual Wield: Melee/Light only. Attack rate doubles. Must wield two weapons (for beasts, it can be natural weapons, such as claws, can not use same body part to attack twice, such as your mouth to bite). Halves damage cap.
  • Elemental Immunity: complete protection against one elemental type (lighting, fire, acid, sonic, sticky[not really an element but counts anyway for things like tar traps. May not have fur/hair]).
  • Enhances senses: Beasts only. Able to smell trails left by units who's sent they are familiar with, for 5 turns. Can normally smell when a certain animal type is hiding in a hex. ie) Man, gobwin, twoll, etc.
  • Fabrication: Infantry only. The creation of non-magical objects, including equipables.
  • Lowered Upkeep: Upkeep must be minimum 10. Upkeep is 9/10th base. Round down.
  • Mount:<non-tiny beasts> This is a free upgrade for every beast. Allows a rider unit to self stack with the mount, and give it orders, without the need of leadership or commander specials.
    • Carry capacity: Carried units do not spend move while going through the hex border. Beasts can carry captives through hex borders (beasts without the mount special cannot do this).
  • Mean tweets: All. Hurtful words directed at target causes -1 cbt/def. Lasts 2 rounds. Max penalty -2. Can be used in conjunction with normal attacks. Works as long at the unit can speak and target can hear what is being said.
  • Night Vision: All. Can see in total darkness.
  • Promotion: advanced-Infantry only. For the cost of 2k smuckers, change unit into standard knight template.
  • Promotion: heavy- Light unit only. For the cost of 2k smuckers, add heavy template.
  • Power Strike: Infantry; melee (medium/long); Must use both hands on weapon. Ignores damage reduction. +1 to damage (+1 not restricted by damage cap).
  • Rapid Shot:<Short/Medium range units only> If first attack croaks target, unit may fire again.
  • Scout: Infantry only. Can avoid auto-engaging enemies.
  • Share senses: Beast only. Allows units Allows warlord with the receive senses special to hear, and see what unit does. Range is 30 hexes.
  • Terrain special: All. No move penalty when walking on a specific terrain type (ie. forest, mountain, snow)
  • Weapon/armour: Air infantry only. Air infantry are allowed to use middle/long weapons, instead of just short, plus armour. Cbt/def/rch is considered equal to land infantry.
For a full listing of specials, click this link>>> Toma RPG: Specials



Choose specials from list, by spending all remaining slots.
Example: Making a twoll.
9. a) Slots (subtract size choice from total)==3 slots- 2 large= 1 slot
-Note: Large: -2 slots; Huge: -4 slots; Massive: -6 slots.
-- b) Specials : ==1 slot- 1 fabrication = 0 slots
-Note: Specials are bought with slots. Pick from the provided list in section 9.



10. Selection finished. Generating 'Final Unit Template
Example: Making a twoll.
1. Race & concept: == Twoll. Big ugly guy that likes dark places.

2. Type: Infantry (4{8}/4/6/ 8) [X]
.
or Beast (4{8}/4/6/10) [_]
-Note: combat(cbt) {damage cap(cap)}/ defence(def)/ hit points(hp)/ movement(mv)

3. Weight: Light ( n/c ; 20$) [_]
.
or Heavy (+1{n/a}/+1/+6/+2; 40$) [X]
-Note: Light= default, no change (n/c). Cap is not applicable (n/a) to heavies. Upkeep ($).

4. a) Terrain: Land ( n/c ) [X]
.
Water (*1 {*1}/*1/*1/*1.5) [_]
.
or Air-light (-1 {*1}/-1/-1/*2.0) [_]
.
Air-heavy (-1{n/a}/-1/-2/*3.0) [_]
-- b) If you choose heavy, is it underground capable, Y/N? == Y

5. a) Size (light): Tiny ( 0 {0}/ 0{+3}/ 1/-4 ; 0 rch/ 1.25$ land; 1.75$ air) [_]
.
Small (-1 {3}/-1{+1}/-3/-2 ; 1 rch/ 5$ - - - - ) [_]
.
Medium ( n/c ; 1 rch/ 20$ - - - - ) [_]
-- b) Size (heavy): Large ( n/c ; 1 rch/ 40$) [X]
.
Huge (*2{n/a}/*2{-4}/*3.0/-2; 2 rch/ 100$) [_]
.
Massive (*3{n/a}/*3{-7}/*7.5/-4; 3 rch/ 200$) [_]
-Note: If light, dmg= 1/2 combat (round down, minimum 1); if heavy, dmg=cbt
-Note: cbt {cap}/def {dodge (dge)}/ hp/ mv; reach (rch) (1 hex= 5 feet)/ $


6. a) Weapon name: == club
-- b) Weapon group: -Melee (rch) [X]
.
-Ranged (rng) [_]
-- c) Weapon length (infantry only): -short [_] <<Must pick if air, beast, or both.
. -middle [X]
.
-long [_]
--Size: tiny (0 rch) |small (1 rch) |medium (1 rch)|large (1 rch) |huge (2 rch) |massive (3 rch)|
short: 0 rch/ 1 rng |1 rch/ 7 rng |1 rch/ 10 rng |1 rch/ 12 rng |2 rch/ 15 rng |3 rch/ 22 rng |
middle: 0 rch/ 4 rng |1 rch/ 30 rng |1 rch/ 40 rng |2 rch/ 50 rng |3 rch/ 60 rng |5 rch/ 90 rng |
long: 0 rch/ 6 rng |2 rch/ 45 rng |2 rch/ 60 rng |3 rch/ 75 rng |4 rch/ 90 rng |6 rch/ 135 rng |
-Note: Rch/Rng of dagger/shuriken=short; sword/bow=middle; spear/heavy crossbow=long
-Note: Long rch weapons, and middle/long rng weapons, may not attack adjunct hexes.
-Note: If land/water infantry picks the 'weapon length: short' option, -1 combat.


7. a) Stat swap : == no
-Note: cbt/def can be traded (*1.5 max; round down). hp/mv can be traded (*1.25 max; round down).
-- b) Slot trade (+1 slot for each, if applicable): -Upkeep *1.5 [_]
.
-Remove mount special [_]

8. Rank: -Rank 1 (3 slots) *1 upkeep [X] <<<Minimum rank, if large.
. -Rank 2 (5 slots) *2 upkeep [_]
.
-Rank 3 (7 slots) *3 upkeep [_] <<<Minimum rank, if huge.
. -Rank 4 (9 slots) *4 upkeep [_] <<<Minimum rank, if massive.
-Note: Small: rnk 1 only; pop 4 per turn. Tiny: rnk 1 only; pop 19 (land)/12 (air), per turn.

9. a) Slots (subtract size choice from total)==3 slots- 2 large= 1 slot
-Note: Large: -2 slots; Huge: -4 slots; Massive: -6 slots.
-- b) Specials : ==1 slot- 1 fabrication = 0 slots
-Note: Specials are bought with slots. Pick from the provided list in section 9.

10. Final unit template:==
-Quick stats: Check type/weight/terrain/size. Choose appropriate line on the 'Section 5' chart.
-Quick stats: Must add appropriate reach increase, if using a middle/long ranged weapon.


Race: Twoll {rank: 1}/type: infantry/ weight: heavy {size: large}/ terrain: land (underground)
Weapon name:club/ weapon group: melee/ weapon length: middle
cbt: 5 {cap: n/a}/ def: 5 {dge: -2}/ hp: 12/ mv: 10/ rng: 2/ $ 40
Stat swap: 0% for 0%/ Slot trade: no
Specials: large; fabrication


11. Unit: Class

The vast majority of races have a single set template that all units must follow. However, it is possible to transform into a different unit using the promotion mechanic. Promoted units are of the same race but of a different class.

Humans have a total of ? classes. Cannon choices are
  • stabber: medium weapon melee user (also subdivides into extra classes, such as scout and rider)
  • piker: long weapon melee user
  • archer: medium weapon range user
  • knight: advanced scout
  • warlord: commander, with leadership special
  • caster: non combat commander, with caster special.
  • courtier: non combat commander.
  • digger: siege unit

Increase Production Special
If the race is either medium or small sized, this special may be bought. When you pick this special, you immediately must halve your damage cap. Pop rate is now doubled, and upkeep is halved. Additional units, that also have a lower upkeep, may be gained, but requires an additional cost in the stats of the unit.
  • Production special; -1/2 damage cap= *2 unit production per turn at 1/2 the upkeep.
  • -1 slot = +1 unit, per turn
  • -2 stat points (minimum of 1 cbt/ 1 def/ 4 hp/ 6 mv)= +1 unit, per turn, for every 2 stat points the unit is lowered by.
  • Upkeep is 20$/pop rate, rounded up (medium units) or down (small units).
  • Units that take this special may not use specials or options to increase anything except dodge. This includes damage.
Now, to show how this relates to the creation of piker, here is an example.

Standard medium light infantry unit: 4{8}/4/6/8; 8 cap; 3 points for specials. Upkeep 20$. One unit per turn can be popped.
2 per turn: buy the increased production special. Immediately lower damage cap by -1/2.
3 per turn: -2 cbt
4 per turn: -2 def
5 per turn: -2 hp
6 per turn: -2 mv
7 per turn: -1 cbt; -1 def
8 per turn: -1 special
Total upkeep: 20$/8 (round up)= 3$
piker/archer: 1/1/4/6; 4 cap; Remaining slot is used for Promotion (advanced) special, which allows unit to be promoted to a knight.

Restrictions:
Units that take this special are under several restrictions while doing so. Increased Production units may not
  1. Trade anything to gain an additional special slot. This includes increasing upkeep for additional specials.
  2. May not trade stats around. You can decide what to lower, but that is it.
  3. May not buy a special that gives a flat increase to damage.
  4. May not buy a special that gives a flat increase to a stat. Situational bonuses are acceptable, however (can have dance fighting, or rider.May not have combat increase, or power strike).
    1. The one exception to this is dodge.


Stabbers
Stabbers hold a special place as the single, most versatile, class. They are allowed to keep two specials instead of the normal one, as the other basic infantry units have. They also keep two stat points, giving them a slightly higher cbt and def than pikers. The extra special can also be of various types, which gives them a wide variety of different uses, from terrain special stabbers, to riding stabbers, to scouting stabbers. Stabber type units tend to make up the bulk of an army. Otherwise, the cost works in the same manner though.
  • Stabber (6 per turn): 2/2/4/6; Upkeep: 4$; Special: -Promotion (adv), and Advanced Initiative, which allows unit to move first when fighting unled units.
Stabbers can also substitute the Initiative special with one of the following choices, however, the versatility comes at the cost of efficiency. Only 3 (not 6) stabbers pop per turn if you take one of the substituted options (upkeep remains the same):
  1. Siege/Dig= Mining and breaking through enemy walls
  2. Dance fighting= I really don't know how this works...
  3. terrain= can move without penalty in specific terrain hexes.
  4. Rider= Gains double stacking bonus when riding on mount.

Small Unit Reductions
As you might guess, the method used to increase the pop rate for classes, is also used to determine increases due to smaller size choices for units. The main differences being that specials remain the same (only stats take a reduction) and the amounts are unchangeable.

For those interested in seeing what the decisions were to lower stats for units. Small units work much the same as medium ones. Buy the Increase Production special, and immediately lower damage cap by -1/2. This doubles pop rate, and lowers upkeep by half.

Standard medium light infantry unit: 3{6}/4/6/8; 3 points for specials. Upkeep 10$. One unit per turn can be popped.
4 per turn: buy the increased production special. Immediately lower damage cap by -1/2.
5 per turn: -2 cbt
6 per turn: -2 def
7 per turn: -2 mv
8 per turn: -1 special
9 per turn: -1 special
Total upkeep: 20$/8 (round down)= 2$
Small piker/archer: 1 cbt {3 cap}/ 1 def/ 3 hp/ 4 move; no specials available. This is the weakest you can make a small unit.


Tiny Unit Reductions
Tiny Units pop 10 a turn for flyers (2$ upkeep), and 20 a turn for ground (1$ upkeep).

Standard stats for tiny infantry are 0{0}/0/1/4 (land units); 0{0}/0/1/12 (sky units)
The mobility advantage inherent with sky units is offset by the higher upkeep cost, and lower pop rate.
Like medium and small units, tiny units can also buy the Increased Production special. Doing so increases the pop rate by 50%.

Starting pop rate for ground units is 20 per turn.
30 per turn: Buy the Increase Production special, increase pop rate by 50%, and lower move by -2.
40 per turn: -1 special
50 per turn: -1 special
Total upkeep remains static (1$ ground). All this does is increase the pop rate.
Tiny soldier: 0 cbt (0 cap)/0 def/ 1 hp/ 2 mv; no specials available. This is the weakest you can make a tiny unit (ground).

Starting pop rate for flier units is 10 per turn.
15 per turn: Buy the Increase Production special, increase pop rate by 50%, and lower move by -2.
20 per turn: -1 special
25 per turn: -1 special
Total upkeep remains static (2$ fliers). All this does is increase the pop rate.
Tiny soldier: 0 cbt (0 cap)/0 def/ 1 hp/ 10 mv; no specials available. This is the weakest you can make a tiny unit (flier).


Specials for class units only
  • Commander: Can see the combat, defense, hp, and move of any unit, along with some of their specials. Can issue absolute orders to non commanders within the group.
  • Purse: Exclusive ability to human commanders only. Without a purse, it is impossible to buy a capital city site. Allows commander to directly link to the capital's treasury. It also makes meeting upkeep much harder, since eating food can only lower it by half, instead of being able to eliminate the entire cost.


Tribe Creation
A tribe starts off as a demi-human warlord, who is able to speak the common language and his own tribal tongue. If the warlord is able to find money, then he can use it to pop new units. Every tribe can make 6 ranks worth of units (this limit includes the chief, which is at least rank 2). Only about 20% of popped units will know how to speak common. Most can only talk in their racial language.

Tribes are made the same way as normal infantry units, but have two additional specials. The first is the promotion special, which allows any unit to be promoted to a warlord, and the scout special. Additionally one of their three specials slots must include a unique special that is shared among all units of their tribe. This special shall form their collective identity. Chiefs also have a ruler sense that allows them to know where their units are, and give them orders. Tribe chiefs can communicate with each other via primitive thinkamancy links.

Example: Hobgobwins. They can make infantry hobs (rank 1), knight hobs (rank 1), and heavy knight hobs (rank 2). Four ranks altogether, plus the warlord itself, which makes 6, just like a city has. All hobs have the promotion, and scout specials for free. Their collective special is dance fighting.

Example: Marbits. They can make digger scouts (rank 1), crossbowmen (rank 1), axemen (rank 1), and spearmen (rank 1). Four ranks altogether, plus the warlord itself, which makes 6, just like a city has. All marbits have the promotion, and scout. Their collective special is underground combat.

Given that tribes are forced to share a special, the most possible units a small/medium tribe unit can by pop per turn, by using the increase production special, is 8 (not 9).


12. STATS
There are four variations of the stat board. Complete (all information), combat (needed for fighting), template (information used to create unit), and overview (quick reminder of units when deciding what to pop in cities).


Stats: template
Templates are the basis for all other stat boards, when creating a unit, you will turn it into a template. This is the relevant result of going through the questionnaire, and spitting out a unit.
Here is my latest variation:

blank stat board for creating templates.
Race: {Rank: }|Type: | Weight: {Size: }| Terrain:
Weapon= Name: | Group: | Length:
cbt: {cap: }| def: {dge: }| hp: | mv: | rng: | $
Stat Swap: % for %| Slot Trade: | Pop Rate:
Specials:


Twoll Rank: 1 [01]
Upkeep: 40$ Type: infantry [02;11]
Size: large Weight: Heavy [03]
Terrain: land Specialization: Underground [04]
Combat: 5 Damage Cap: n/a [06]
Range: 2 Weaponry: club/melee/middle [05;10]
Defense: 5 Dodge: -2 [07]
Hits: 12/12 Move: 10 [08;09]
Stat Swap: 0% for 0% [12]
Slot Trade: no [13]
Pop-rate: 1/1 turn [14]
Special: (3+0 slots) -2(hvy)-1(fabrication) [15]
  • 01. Race/Class: {Rank: }|
  • 02. Type: |
  • 03. Weight: {Size: }|
  • 04. Terrain:
  • 05. Weapon= Name: | Group: | Length:
  • 06. cbt: {cap: }|
  • 07. def: {dge: }|
  • 08. hp: |
  • 09 mv: |
  • 10. rng: |
  • 11. $
  • 12. Stat Swap: % for %|
  • 13. Slot Trade: |
  • 14. Pop Rate:
  • 15. Specials:
  • Added everything

Stats: overview
Design is the most basic stat board, when you are just creating units, and moving them around the map.

Design Rank, city level, upkeep, upkeep scaling, move, turns to pop, number popped per turn.

City level and rank are the same, I don't need two seperate things for that. Upkeep is more complicated but I got it. Turns to pop was not listed explicitly on my page. I think someone suggested I take it out of the page due to it not really mattering at this point, given that I don't have actual cities to pop units in. Time taken is not relevant for making a battle simulator.

That said, it doesn't take much room, so I re-added it to the page, in the rank section. Pop rate is just make it a result of unit rank, and size modifiers. Plus, I have a seperate system to work out units like stabbers, but, generally, just knowing rank tells you what the turn pop time is. I think the system used for stabbers will not end up as a player option, as it is only used for pre-done, standardized, units.

Rank (city level): /Upkeep: /upkeep scaling: /Turns to pop: /Number popped per turn:

Twoll [1;2] Rank: 1 [3]
Upkeep: 40$ (20*2-hvy*1-lrg*1-rnk [4;5]
Pop-rate: 1/1 turn [6]
  • 1. Race
  • 2. Class
  • 3. Rank
  • 4. Upkeep:
  • 5. How the upkeep scaled.
  • 6. Turns to pop: /
  • 7. Number popped per turn: (add pop rate section?)
  • all added
hmm, what even is upkeep scaling?


stats: battle
Combat. When units fight, this is the relevant information.

This has side listed, and all the details.

Most important bit is the modifiers for combat/defense. I think you got all of them. Probably will end up with more eventually.

Base combat (includes bonuses from leveling) [_] + Stack Bonus [_] + Chief Warlord Bonus [_] + Direct Leadership Bonus [_] + Weapon Bonus [_] + Magic / Misc [_] = Full Combat Score [_]

Hmm, should weapon be seperate? I've been doing this too much. I'm changing it to a flat 1/2 combat if disarmed (damage cap lowered to 1, if a light unit). Need to keep the armour +1 though. It's a really lame armour bonus, but there are too many units that don't wear it, so it seems the most simple to just say it gives a straight +1.

Maybe something like base (armoured)= 5

Twoll #1 Rank: 1
Level: 1 Experience: 0/8
Upkeep: 40 Type: infantry
Size: large Weight: heavy
Terrain: land Specialization: underground
Combat: 5 +CW+ldr+stk+othr-m/o (-1/2 if unarmed)
Damage: 5 Cap: n/a (+ldr[0])
Range: 2 Weaponry: club/melee/middle
Defense: 5 +CW+ldr+stk+othr (-1 if unarmoured)
Dodge: -2
Hits: 12/12 Move: 10
Special: fabrication
  • 1. Side( covered by stat box colour)
  • 2. Race/class
  • 3. Type
  • 4. level
  • 5. exp ?
  • 6. combat
  • 7. damage
  • 8. range/weapon
  • 9. defense
  • 10. hp
  • 11. move
  • 12. terrain?
  • 13. weight/size
  • 14. specials
  • 15. upkeep {needed if using as supply cap}
  • m/o multiple opponents


Stats: complete (full information)
This is the complete character sheet. If you were creating a player character, this would have all the information.

Okay, what do we need for fighting?

Race: {Rank: }|Type: | Weight: {Size: }| Terrain: Weapon= Name: | Group: | Length: cbt: {cap: }| def: {dge: }| hp: | mv: | rng: | $ Stat Swap: % for %| Slot Trade: | Pop Rate: Specials:

+ Combat{1.0}: 5 (Base[__]+Chief[__]+Stack[__]+Leadership[__]+Weapon[__]+Magic/Misc[__])
+ current damage{2.0}: 5 (Base[__]+Chief[__]+Stack[__]+Leadership[__]+Weapon[__]+Magic/Misc[__])
- Damage Cap{2.5}: n/a
+ Defence{3.0}: 5 (Base[__]+Chief[__]+Stack[__]+Leadership[__]+Weapon[__]+Magic/Misc[__])
- Dodge{4.0}: -2 (due to being large)
+ Hit Points{5.0}: 12
+ Movement{6.0}: 10 (terrain penalty= 0)
+ Range{7.0}: 2 (unarmed reach= 1 +weapon reach= +1)
+ Upkeep{8.0}: 40$ (base cost 20 * 2 heavy * 1 for being a production rank 1 unit)
+ Race[1]: Twoll
- Production rank[2]: 1
- Type[3]: infantry
- Weight[4]: heavy (+2 damage ignore; +1 terrain ignore; cleave; may only attack once every 2 rounds)
+ Terrain[5]: land (underground= can go into subterranean areas, but -1 terrain ignore)
+ Size[6]: large
- Weapon[7]: club/melee/middle length
- Stat swap[8]: no
- slot trade[9]: no
-Pop rate (prod inc?)[0]: no (light units only); 1 unit per turn
+ Specials[1]: fabrication

Original stats in CAPS, new stats in lowercase.
NAME|CITY|SIDE|RACE|TRIBE|FACTION|CLASS|RANK(and titles)|LEVEL|EXPERIENCE|
att| COMBAT|dmg|rng|DEFENSE|HITS|JUICE|MOVE|EYEBOOK|BOOKSOUND|REGENT WARLORD|COORDINATES(*2)
terrain|size|SPECIAL|upkeep|fate points

newer stats= att (delete),damage, range, terrain, size, upkeep, fate points
newest stats=dmg cap (falls under damage heading?), dge; type, weight, weapon, stat swap,
rank (rank is also used in diff context), production increase (combine with time to pop?)

New setup?
NAME|rank|pop rate|CITY|SIDE|RACE|TRIBE|FACTION|type|CLASS|LEVEL|EXPERIENCE|
|COMBAT|dmg|weapon|rng|DEFENSE|dodge|HITS|MOVE|stat swap|
terrain|weight|size|SPECIAL|upkeep|fate points

Note: armour in addition to weapons?
Bogroll the Twoll Rank: 1
Name: Bogroll
Level: 1 Experience: 0/8
Side: Gobwin Knob
Tribe: n/a
Faction: n/a
Race: twoll Class: n/a
Upkeep: 40$
Type: infantry
Weight: heavy
Size: large
Terrain: land
Combat: 5
Damage: 5
Damage Cap: n/a
Weaponry: club/melee/middle
Reach: 2
Range: n/a
Defense: 5
Dodge: -2
Hits: 12
Fate Points: n/a
Juice: n/a
Move: 10
Stat Swap: no
Slot Trade: 0
Pop-rate: 1/1 turn
Special: fabrication
Note: blah blah
New layout?
  • 1
  • Designation= race/class/weight of unit
  • rank|=power tier of the race/tribe/class
  • NAME= personal name and nobility titles
  • LEVEL|= personal level
  • EXPERIENCE|= exp to next level
  • 2
  • SIDE|=name of kingdom it belongs to
  • TRIBE|= name of tribe? (humans/demihumans only)
  • FACTION|= good/evil (sideless demihumans only)
  • RACE|=name of the species
  • CLASS|= racial specialization
  • 3
  • Type: inf or beast
  • Weight: light or heavy
  • Size: tiny to massive
  • Terrain: air, ground, or water
  • Weapon Name/ Group/Length
  • 4
  • |COMBAT|= attack stat
  • dmg|=damage per hit
  • dmg cap
  • weapon|=info on weapon
  • rng|= attack reach/range
  • 5
  • DEFENSE|= protection stat
  • armour?= NEW. shield and armour stuff?
  • dodge|= size modifier to defence
  • HITS|= hit points
  • JUICE|= magic points (not implemented yet)
  • MOVE|= movement per round
  • 6
  • stat swap|= trade stat points
  • Slot Trade|= trade advantages for slots
  • 7
  • pop rate|=turns to pop
  • SPECIAL|= unique abilities
  • fate points= allows unit to avoid death.
  • upkeep|= cost per turn (also upkeep scaling)

Stats: quick overview
Race: {Rank: }|Type: | Weight: {Size: }| Terrain:
Weapon= Name: | Group: | Length:
cbt: {cap: }| def: {dge: }| hp: | mv: | rng: | $
Stat Swap: % for %| Slot Trade: | Pop Rate:
Specials:

Race: Archon{Rank: 3}|Type: infantry| Weight: light{Size: medium}| Terrain: air
Weapon= Name: natural shockomancy | Group: ranged| Length: short
cbt: 4{cap: 8}| def: 2{dge: 0}| hp: 5| mv: 24| rng: 8| 20*3(lvl)*3(casters)= $120
Stat Swap: 25% att for 25% def| Slot Trade: no | Pop Rate: 1/4 turns (1/1, if arkendish in city)
Specials [7]: movement increase, leadership, dance fighting, foolmancy, dollmancy, thinkmancy, random intensifier

Note: caster specials triple base cost Note: random increase for 1 special, or main attack. 25% upkeep increase each level.
Older version:
race: dwagon {rank: 3}/type: beast/ weight: heavy {size: huge}/ terrain: air
cbt: 8{dmg: 8/ cap: n/a}/ def: 8{dge: -4}/ hp: 30/ mv: 34*1.5=51 / rch: 2/$: 20*2(heavy)* 5(huge)*3 (rank)= 600$
specials: 7 slots - 4 huge - 2 random (randomly selects: fire breath/immunity; acid breath/immunity; lighting breath/immunity;
sonic breath/immunity; incapacitation breath/immunity) -1 speed increase
Note: sometimes immunity is replaced by armoured special.

race: bat {rank: 1}/type: beast/ weight: light {size: tiny}/ terrain: air
cbt: 0{dmg:0/ cap:0 }/ def:0 {dge:+3 }/ hp:1 / mv: 16*1.5=24 / rch: 0{weapon:n/a }/$: 1.75$ (or 12 per 20$?)
specials: 3 slots -1 speed increase -1 share senses -1 night vision

race: orly{rank: 1}/type: beast/ weight: light {size: small}/ terrain: air
cbt: 2{dmg: 1/ cap: 3}/ def: 2{dge:+1}/ hp: 2/ mv: 18*1.5= 27/ rch: 1{weapon:n/a }/$: 5*0.9= 4.5$
specials: 3 -1(speed)-1(-10% lowered upkeep) -1 Mean tweets (causes temporary -1 cbt/def at target)

race: sawhorse{rank: 1}/type: beast/ weight: heavy {size: large}/ terrain: land
cbt: 5{dmg:5/ cap: n/a}/ def:5 {dge:-2 }/ hp:12 / mv: 12*1.5=18 / rch: 1{weapon: n/a}/$: 40$
specials: 3 -2(heavy) -1 speed *1.5

race: Thunderbird{rank:2 }/type: beast / weight: light {size:medium }/ terrain: air
cbt: 4{dmg:2/ cap:8 }/ def: 4{dge:0}/ hp: 5/ mv: 20*1.5=30 / rch: 1{weapon: n/a }/$: 20*2= 40$
specials: 5 -1 lighting breath -1 lighting immune -1 speed increase -1 enhanced senses (can smell units)
-1 heavy promotion (can add heavy template for 2k)

race: heavy knight {rank: 2}/type: infantry/ weight: heavy {size: large }/ terrain: land
cbt: 5{dmg:5/ cap: n/a}/ def: 5{dge:-2 }/ hp: 12/ mv: 10 / rch: 2{weapon: axe (middle)}/$: 20*2*2= 80$
specials: 5 -2 heavy -1 scout -1 armour ignore -1 agile giant (can attack every turn)




13. Unit Template Creation
This is the unit template. Please fill in the details, once you have finished with character creation.

Upkeep: Type:
Size:
Weight:
Terrain:
Specialization:
Combat:
Damage Cap:
Range:
Weaponry:
Defense:
Dodge:
Hits:
Move:
?
Rank: ?
Upkeep: Type:
Size:
Weight: ?
Terrain: Specialization: ?
Combat: Damage Cap: ?
Range: Weaponry: ?
Defense: Dodge: ?
Hits: ? Move: ?
Stat Swap: ?
Slot Trade: ?
Pop-rate: ?
Special: ?

Example)
Twoll Rank: 1
Upkeep: 40$ Type: infantry
Size: large Weight: heavy
Terrain: land Specialization: underground
Combat: 5 Damage Cap: n/a
Range: 2 Weaponry: club/melee/middle
Defense: 5 Dodge: -2
Hits: 12/12 Move: 10
Pop-rate: 1/1 turn
Special: large; fabrication
Twoll is exactly as Bogroll's are in canon, with possible exception in move, which wasn't listed. The reason why Bogroll had only a 4 instead of a 5 defense is because he never made himself armour, which twolls can wear. Specials are spent with a two point cost for being a heavy, and one point for fabrication.


Other Templates

Keshik (human) Rank: 1
Upkeep: 20$ Type: infantry
Size:
medium Weight: light
Terrain: land Specialization: n/a
Combat: 6 Damage Cap: 8
Range: 2-40 Weaponry: bow/ranged/middle
Defense: 2 Dodge: 0
Hits: 6/6 Move: 8
Stat Swap: 50% att for 50% def
Pop-rate: 1/1 turn
Special: scout; rider; rapidshot

The standard archer knight unit. All knights have the rider, and scout, specials. Archers typically gain the manyshot skill as well, although the longbow variant gains a 1.5 times tange instead. Combat and defence is moved to favour combat, but the total of the two remains 8, so there is no additional cost for doing so.

Gump Rank: 3
Upkeep: 600$ Type: beast
Size: huge Weight: heavy
Terrain: land Specialization: n/a
Combat: 12 Damage Cap: n/a
Range: 2 Weaponry: fists/melee/short
Defense: 8 Dodge: -4
Hits: 36/36 Move: 8
Slot Trade: Humanoid (remove mount, -1cbt/def, infantry speed)
Pop-rate: 1/3 turns
Special: [9] -4(hge) -1(forest capable) -1(turn reduction) -1 (dmg reduction) -1 (combat increase)
You get 7 gumps for twelve stacks of eight Pikers and eleven stacks of six Stabbers (23 stacks total). Normally takes 4 turns to pop a rank 3 unit but spent slot on a -1 turn reduction. +1 dmg reduction for being a tree, they are forest capable, about as big as dwagons, and they don't seem to have special abilities, so I increased combat.

Sawhorse Rank: 1
Upkeep: 40$ Type: beast
Size: large Weight: heavy
Terrain: land Specialization: n/a
Combat: 5 Damage Cap: n/a
Range: 1 Weaponry: bite;kick/melee/short
Defense: 5 Dodge: -2
Hits: 12/12 Move: 18
Pop-rate: 1/1 turns
Special: large; speed
Bog standard mount unit. Special goes to speed, 18 move per turn is considered very fast in canon.

Warlord Rank: 2
Upkeep: 40$ Type: infantry
Size: medium Weight: light
Terrain: land Specialization: n/a
Combat: 3 Damage Cap: 8
Range: 1 Weaponry: sword/melee/middle
Defense: 3 Dodge: 0
Hits: 6/6 Move: 8
Pop-rate: 1/2 turns
Special: purse; commander(costs 2 slots; not a noble/royal: -1 to att/def; -10% exp gain); leadership (+25% upkeep every level-up); rider

Warlords are the mainstay unit. This warlord was promoted from a common infantry unit. As a result, it has a slightly lower att/def, and it takes longer to level.

Archon Rank: 3
Upkeep: $120 Type: infantry
Size: medium Weight: light
Terrain: air Specialization: n/a
Combat: 4 Damage Cap: 8
Range: 1-8 Weaponry: shock/ranged/short (8 ammo)
Defense: 2 Dodge: 0
Hits: 5 Move: 24
Stat Swap: 33% att for 33% def
Pop-rate: 1/4 turns (1/1, if arkendish in city)
Special: [7] -1 movement increase, -1 leadership, -1 dance fighting, -1 foolmancy, -1 dollmancy, -1 thinkmancy, -1 random intensifier (+25% upkeep per level)
Archons are a unit I can't fully replicate, due to their many unique qualities, but this is my attempt.
All archons have base competency in six specials that can be increased by the intensifier special (shock is also considered a special for the purposes of this).
  • 0 lv leadership= create stacks
  • 0 lv foolmancy= dispel veils; create tiny images (can be used to give "dazed" status); read stats
  • 0 lv dance fighting= when appropriately dressed, can dance when lead
  • 0 lv shockamancy= weak shock bolts (damage= 1/2 combat)
  • 0 lv thinkamacy= one minute thinkagram
  • 0 lv dollmancy= equivalent to fabrication special, except it requires magic to maintain
In addition, one of these skills will be randomly given one point to increase the power of the special.
  • 1 lv leadership= +1 leadership combat bonus
  • 1 lv foolmancy= veil self; see through veils
  • 1 lv dance fighting= dance when lead; appropriate clothing gives bonus
  • 1 lv shockamancy= shock bolts (damage= combat); shock treatment (can stun X number)
  • 1 lv thinkamancy= 5 minute thinkagram; can spot suggestion spells
  • 1 lv dollmancy= create etsies; knows if item is magical
At level 2, archons gain an additional point to randomly put in one of her specials. The special picked can be the same one as last time. If that is the case, the special increases as follows.
  • 2 lv leadership= total +2 leadership combat bonus
  • 2 lv foolmancy= larger veil, can cover 7 hex space
  • 2 lv dance fighting= lead self in dance fighting
  • 2 lv shockamancy= strong shock bolts (damage= *1.5 combat)
  • 2 lv thinkamancy= 20 minute thinkagram (MAX)
  • 2 lv dollmancy= can create clothing accessories (eg. rain-ment) (MAX)
And so on.
  • 3 lv leadership= total +3 leadership combat bonus (MAX)
  • 3 lv foolmancy= multiple veils in a hex(MAX)
  • 3 lv dance fighting= lead dance fight
  • 3 lv shockamancy= very strong shock bolts (damage= *2 combat) (MAX)
  • 3 lv thinkamancy= N/A (already maxed)
  • 2 lv dollmancy= N/A (already maxed)

3 leader + 3 fool + 2 dance + 3 shock + 2 think + 2 doll = level 15 to get everything.
CORRECTION: CHARLIE DOLLMANCER DID THE RAINMENT. May have to rethink.

[/SPOILER]


14. Advanced rules
Section 2
  • If an infantry unit is unarmed and his combat is 0 then roll 1d20 on a successful hit. If 10 or less is rolled, target loses 1 hp. If infantry is also a light unit, then damaging a heavy is impossible.
  • Sometimes, a unit comes along, generally an infantry unit, that doesn't have any skill with a weapon at all, such as Courtiers. These are commander units with no skill in battle, which reduces upkeep. They are generally used to manage cities cheaply.
  • Archons are a different example of this. While archons can't use a weapon, however, they do have shockomancy. Therefore, a GM could rule that the unit does not get a weapon to fight with, but, instead, is granted a magical combat ability. How it works will need to be discussed. On that note.
  • Another exception to the division of beasts and infantry are golems. Golems generally count as beasts, even when they have the shape of infantry. On the other hand, some golems can also use weapons, are always ready to attack enemies, and gain specials that beasts generally don't have. Cities cannot produce golems though, so it's not currently an issue.
  • Magic. Magic isn't really incorporated into the unit creation at this time, as it is a complicated subject. Please try to avoid doing so until this has been worked out better.
  • Offhand, having an animal body, like a centaur could mean a special? Gets +2 move and can be a mount. Maybe being a beast with an infantry body gives a slot, as you lose mount and -2 move?
Section 4
Rider: Exclusive special for light, land terrain, infantry units. Allows unit to self stack with a mount unit, as if he had the leadership special. Furthermore, when rider is riding a mount (only when riding), they count as two units in terms of adding to a stack bonus, but only as one in terms of subtracting from the bonus. Therefore, while most stacks max out at exactly 8 units, a rider/mount group can be maxed out from as low as 8 units, to as high as 16. When stacked, treat rider as if he has the commander special towards his mount only (rider may self stack/command 1 mount, max).
There are two land specializations that you should take note of.
  • Underground (heavy only): Heavy land units are normally forbidden from going underground. However, if they have the underground terrain type, they may do so. Doing this causes the heavy to lose his ability to ignore up to 1 point of negative terrain modifiers in other areas though.
  • Seafarer (light infantry only): Unlike being a sea terrain type, where the unit is capable of moving freely in the water. This simply allows the unit to give any ship he is crewed to its maximum movement. As ship combat has not been created yet, this special is currently irrelevant, but... someday... A non-seafarer, that is crewed to a ship, will cause the ship's maximum move to drop. Ships are the seafarer's mount and, while they suffer no movement reduction on land, they take the following disadvantages.
    • The "rider" special is forbidden.
    • The -1 to def is is done by forbidding the use of armour, not by a direct stat reduction. The reason for this is due to armour being heavy, and if an infantry wears it, they will drown should they go overboard. They can use middle weapons though.
Section 6
I would like to also eventually include different damage types, like crushing, impact, and slash damage. I've noticed that siege units use impact damage. Battering ram, wiener rammers, rock throwing battle bears. There could be a free special involved if a heavy does impact, but maybe impact is less likely to crit.

Upkeep can get very detailed, if you let it. For instance, cities can pop replacements for lost weapons and armour, at the start of the next turn. Doing this increases the unit's upkeep for that turn. For now, repopping his main weapon increased upkeep by half, and the same for repopping his armour. Repopping both doubles the upkeep for that turn. Missile weapons, such as arrows, are replaced free of charge, however (I just don't want to get into the work involved with that).

Another note, all infantry can also use shields. If their weapon proficiency is for a one handed weapon, shields can be used in conjunction with the weapon. Shields not popped naturally. Instead, they can be created by cities for 50 smuckers, or something like that. Full plate armour is also a thing, mainly for light units. Gives a +2 def, and immunity from all minor hits.

To get free weapons and armour, and other items, consider creating a unit with the fabrication special.

Section 7
While a fun feature, it's important to make sure this doesn't make any units overly powerful. One example.
  • Having a heavy increase combat in order to 1 shot knights sounds a little unfair. Therefore, lowering def will remove 1 point of armour ignore for heavies.
Section 8
  • When you are looking at unique units in relation to sides, one must keep in mind that there isn't much variety. Current rule is that there is a total of 6 production points can be used to create the special units for a side (eg. Gobwin Knob pops a rank 1 twoll, a rank 2 spidew, and a rank 3 dwagon. This makes six ranks altogether). Be sure to choose wisely. However, also remember that this isn't a straightjacket. If you suddenly decide that you need more points, or want something that lower ranked units cannot gain, then feel free to come back up to increase the production rank of the unit.
  • When a unit is being produced in a city, it takes a certain number of turns before they are popped. A rank 1 unit takes one turn to pop, a rank 2 unit takes 2 turns to pop, a rank 3 unit takes 4 days to pop, and a rank 4 unit takes 6 days to pop.

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Issues: Fire breath should be 5 medium targets, not 4
-Matryoshka doll. Special is... probably multiple dolls built inside each other. Hops, gets smaller, and faster as it gets smaller? Not sure how to copy that. Just writing it down.
-bear that rides bicycle.
-Can get a +1 special for 50% upkeep increase. Can't get +2 specials.




Chapter 07- Toma RPG: Specials

This is a more complete listing of the various specials that can be chosen for the units of Erfworld. This list is not exhaustive, however, and if you wish to suggest a special, feel free to suggest it in the discussion tab, or pm the author directly.
Specials are listed in according to the minimum rank needed to access the special.
Within each ranking, specials are listed in alphabetical order.
Specials are listed, first, by their name, second, by their restrictions and, third, with their descriptions.




```Revised concept of the basic specials to improve fighting:

Lullaby (vs +5-6 lrg): Causes target to fall asleep after 6 turns.
Scatter (vs +3-4 lrg): Improved swarm tactics. Half damage to swarm groups. Required: Quick
Die Hard: (vs +2-4 lrg): all loss/dmg becomes incapacitated. Cannot fight, move is 0. Recover at dawn. Required: sturdy
Power Strike (vs +1-2 lrg): After substracting DR, double remaining dmg.
+5' Reach (vs +1 lrg): Avoids cleave from mid reach units 1 size larger.
Charge (vs same): Instant crit vs first enemy during battle. Required: striker, lng reach.


+5' Reach (vs -1 sml): Can cleave mid reach units 1 size smaller.
improved skeleture (vs -1-2 sml): Ignore *2 multi from +4cbt/pwr strike. Required: Protective.
Deadly (vs -2-4): Nullifies tough. Crits always croak.
Sweeping blow (vs -3-4 sizes sml): *2 kills. Can cleave 3 swarm units (4 total).
Gas Field (vs -5-6 sizes smaller): *2 kills. Surrounds unit in gas field. 0 dmg, if bigger.

Gas bomb (vs tny): Change losses to D (Pte vs Tny is 3:1, now it's D:1). Nullifies scatter. Short rng projectile (2 encounters). Required: light

Other:
Block (vs projectiles): Block 1 projectile per round.
Anti air (vs melee air for projectiles): No penalty when fighting melee vs air units? No equivalent vs ground melee.
Rapid Shot (vs sml): Projectiles can cleave. Can cleave units 1 size smaller, regardless of reach.

Standard:
Cleave: attack two different targets same round. Must have minimum of +1 size and +10 reach.
Initiative: Can attack first round without being attacked back. Minimum of +2 sizes
DR: Ignore X amount of dmg per round.
Favoured enemy: When 1 or 3 sizes smaller, Bonus dmg of plus 1 or 2 to larger. When 2 or 4 sizes larger, auto-crits smaller.
Swarms: When 3 sizes smaller or more, 4 groups join and make swarm units of 8 units. Tinies can always swarm.

Type:
-Production: *2 loss vs heavy
-Fly: *2 loss vs ground

```



Universal Special

All units that possess the move stat have a variant of this special. Units may also add additional variants by using their slots for specials.
  • Terrain special: <all> Allows the unit to move around by either walking, flying, or swimming. Choose one of the three, and an additional favoured terrain for ground/water. All units start with a variant of this special. Special may be bought multiple times. Note: Initial favoured terrain is influenced by several factors. You may not take a favoured terrain that is not in a hex adjutant to the city a unit is popped in (rider requires a road). Favoured terrain for commanders normally the same as the ruler, when possible. For all other units, the default is the plains favoured terrain type. Example: If the king has seafarer, but the city does not have a water hex, units normally pop with the plains favoured terrain instead. Favoured terrain for knights/warlords is normally the same as the ruler, when possible. For all other units, the default is the plains favoured terrain type. Example: If the king has seafarer, but the city does not have a water hex, units normally pop with the plains favoured terrain instead.
    • Terrain- ground: <all> Allows sky/water units to walk/survive on land, exactly like a ground does. Roads triple base movement. Can always retreat from a battle using a road, even if there is no move left. Can be bought multiple times. Choose one of the following 'favoured' terrains after each purchase.
      • Garrison:<only available when unit is first popped; sided units only; combines with lowered upkeep> This is a second favoured terrain that can be added to any unit. Garrison supersedes the second favoured terrain. Automatic initiative in the city. This special can be added to any unit when popping, or added afterwards to any unit in the city at no cost. Lowers upkeep by -10% (does not reduce cost of production/tiny units; courtiers gain a -75% upkeep cost instead). Zero move, may not leave city. The ruler/chief warlord/City Regent can promote garrison units to field units at any time. If human, favoured terrain becomes same as the terrain the city is built on. If another race, it changes to the standard favoured terrain for that race.
        • Reinforcing the hex <needs leadership/commander>: Hexes have an allowance of 800 unit points. If more units try to enter the hex, they are blocked by the border wall. Warlords have the ability make all units in a full hex temporary garrison-like units (no gains to initiative when doing this). This brings the unit count back to zero, and 800 worth of points may fill the hex. At start of turn, units regain move, no allied/sided units may enter hex until they have left. This can only be done to a given hex once per turn. Warlord reinforcement affects sided units only, not allies (not even tribal allies, although tribes can also reinforce hexes made of their own units). This does not lower upkeep.
      • Generalist:<combines with leadership, no stack limit, can't take with increased production> Gives a general improvement vs all terrain types. Ignore -1 terrain penalty. Searching/Sneaking cost can be reduced. Light infantry must be unarmored to benefit. Note: Can be bought multiple times.
        • Rough special: It's terrain ignore, but for heavies only, and you can ignore -2 terrain modifiers. Also gives beer.
      • Plains/Forest/Jungle/etc.:<light only; combines with leadership, no stack limit> Ignore all terrain penalties of a given type. No cost to sneak into your favoured terrain type. Can hide even if the terrain type doesn't have a movement penalty. Gain +1 bonus when hiding/searching/ambushing in a favoured terrain. Automatic initiative vs all units without the same favoured terrain, when on the favoured terrain hex. Special can be bought once for every terrain type (examples: forest, jungle, desert). Note: Cannot be selected by heavies during unit creation.
      • Rider (ground or sky): <Infantry only; cannot take if seafarer/flier> Riders do not have their move drained while riding mounts, unlike other units (unit will can still be carried by a mount, even when the passenger's move is 0). Allows a rider unit to stack with, and lead, one mount at a time. Rider must make physical contact with allied mount to form bond. This counts as a 2-stack, and grants a +1 bonus to cbt/def for both units. When riding, use the rider's move for determining initiative, but the mount's move for determining travel. Specials that the rider has can be transferred to the mount in the same way that warlords can for their stacks (if rider has a favoured terrain type that the mount does not, this special is copied over to the mount for as long as the mount is stacked with the warlord). Also grants additional stacking, and screening, benefits, as if unit is a warlord. Riders also have the ability to tame a beast by feeding it. Note: Cannot be taken as an initial starting terrain for units with the 'increased production' special, or by heavies.
        • No Movement Drain: Unit maintains full move when riding a mount. Using the scout survey will still drain the riding unit however (this drain can be mitigated by specials that lower movement penalties).
        • Stack Bonus: When stacked with other units by a warlord, each rider/mount pairing count as 2 units for the purposes of gaining the max stack bonus, but only as 1 unit in regards to lowering the stack bonus. This means that a stack of riders on mounts can have a max stack bonus with a stack from 8-16 units.
        • Taming:<scout only> Works on ferals only. Feral must have full hits. Unit must feed feral, until feral is full. Taming does not fully work on all ferals.
        • Mount Restrictions: Riders can ride a mount that is 1 size larger than their size that are of the same terrain type (ground/sky/water). If trying to ride a mount of a different terrain type, they must ride a mount that is 2 sizes larger. (medium ground rider can ride either a large ground mount, or a huge sky mount)
      • Underground: <heavy only> Allows heavy to go underground. Can see in perfect darkness. If huge sized, or larger, must also take dig, as most existing tunnels are not large enough to accomodate. Does NOT give automatic initiative.
      • Underground: <light only> Gives light units a +2 dodge while underground, instead of removing move penalties (because there are none). Can see in perfect darkness. Automatic initiative vs units without this special (or heavies with it) while underground.
      • Seafarer: <infantry only; cannot take with rider> Allows ground units to live on, and give move to, ships. Choosing this excludes/replaces rider special.
    • Terrain- sky: <non riders only> Allows units to fly/survive in the sky, exactly like a flier does. Choosing this excludes/replaces rider special.
    • Terrain- water: <all>Allows ground/sky units to fly/survive in the sea, exactly like a swimmer does. Choosing this excludes rider special. Special may be bought twice. Choose one of the following favoured terrains after each purchase.
      • Seawater: Unit can survive in seawater.
      • Freshwater: Unit can survive in freshwater.
Rank 1 Specials

Certain specials can be given to other units via leadership. In order for units to receive this bonus, the stack must be small enough to gain a stack bonus as well.

  • Advanced Initiative: <All; combines with leadership>When determining initiative, +3 to move. Can attack while surprised.
    • Rank 2 units get +5 to move, and rank 3 units get +7.
  • Armoured: <Not tiny fliers>If a heavy is using this special, Armoured is added on top of existing damage ignore. A large ground heavy has a natural DI of 2, plus an armoured rating of 3, makes an initial DI of 5. Armored is destroyed after being hit 3 times, but DI remains. Heavies may never be fully covered.
    • Beast and Heavy Variant: Half the unit is protected by natural armour, which functions as the Damage Ignore special. On a successful hit, roll 1d10 again. If roll is 5 or less, hit armoured area. If damage is equal to, or below, DI, no damage. If damage exceeds DI, full damage is applied. If unit loses hits from being damaged in an armoured section, -1 to armour but -2 to damage (min, 0 dmg). DI 0 if tiny, and +1 DI for every additional size (max 5). -1 from total if flier. Armour is destroyed if it goes below 0 for light units. Crit chance is not affected by armoured.
    • Light Infantry Variant: Manifests as an exceptionally strong suit of armour that covers the unit's entire body (when fully worn, only. If ANY armour is missing, roll 1d10 again to determine if armor protects, just like for the beast section), which functions as the Damage ignore special. If damage is equal to, or below, DI, no damage. If damage exceeds DI, full damage is applied. If unit loses hits from being damaged in an armoured section, -1 to armour, but -2 to damage (min, 0 dmg). DI 0 if tiny, and +1 DI for every additional size (max 5). -1 from total if flier. Armour is destroyed if it goes below 0. Crit chance is not affected by Armored. Additional -1 to move when wearing the heavier suit (only if wearing complete set).
  • Batting: <Infantry only; must use club> Hits airborne objects with bat and shoots them at target. Treat shots the same as archery special.
  • Breath Air/Underwater: <All> Allows a water unit to breath air, and vise versa.
  • Capture: <Beasts only> Free for heavy units. Allows beasts to capture an enemy unit like infantry units are automatically capable of doing.
  • Charge: <Needs rider special.> Successful attack does damage cap during initiative round only; when riding, add mount's attack to roll; must use a long reach weapon.
  • Cleave: <Melee only> When unit is one size larger, and has a reach listing that is 2 points longer, then unit can attack two units per round. If using a long reach melee weapon, must be 4 points longer, and two sizes larger.
  • Climb: <all> Can climb up walls, even sheer walls, like the ones surrounding cities, at half move.
  • Construction<infantry only>: Can create buildings, and homes, when supplied with proper materials. Can build in a city but the functions are decorative only.
  • Cooking <infantry only>: Can Make 10 meals a day out of 5 meals worth of food that was farmed/foraged/hunted.
  • Damage Ignore: <Heavies only> every time you take damage, reduce damage by 1. If damage is reduced to 0, attacker still has a chance to do 1 point of damage by rolling 1d10. If 10 is rolled, 1 hit is taken. Can buy multiple times.
  • Damage Reduction: <Lights only> Every time you take 2+ damage, reduce damage by 1.
  • Dance Fighting: <light infantry only; combines with leadership> Gives a +2 to combat, and the rapid reactions special. Must be in a stack of 3 or more units, all of which must also have the special in order to use. May not wear armour while dance fighting. If unit also has leadership, he can make all units in his personal stack do dance fighting as well. Leader must still remove all armour himself, however, even if units under his leadership do not. Lowers move by 1/2?
  • Deflect Arrows: <Infantry only. Must use shield with weapon> Can deflect 1 projectile per round; +3 defense bonus to ranged attacks (as if unit has a shield). This bonus is not combinable with holding an actual shield.
  • Dig:<all> While all infantry units are capable of walking around underground equally well, only diggers can create new tunnels. Created tunnels will auto-magically add lights, so that units can see. They are also the only units that can burrow through a city's walls, which means dig also counts as a siege special variant. If there are no diggers, then the only way to get through is to smash open the gate. Diggers tend to pop in sets of 8, sometimes with with a siege tower, that protects them from enemy fire while they dig through the wall, or a battering ram, to smash the gate.
  • Dodge Increase: <all
    [*]Sonar: <water terrain only>. Can send signals that can be heard with other units with the same special up to 2 hexes away. Possible to communicate in this fashion. Can use ability to search for other large units in adjunct hexes (this includes sh>
    Increases a dodge bonus by 1/2 (round up, minimum 2); decreases a dodge penalty by 1/2 (round down, minimum 2)
  • Drain Life: <medium/small only> When a medium/small hit does 1+ damage, unit regains 1 hit point. Drain life also functions as a meal if unit has full hits. Must drain 2 hits to satiate medium, 1 hit to satiate small. Unit may not attack the round after a drain.
  • Dual Wield: <Melee/Light only> Change 1 defense roll to a combat. Must wield two weapons (for beasts, it can be natural weapons, such as claws, can not use same body part to attack twice, such as your mouth to bite). Halves damage cap.
  • Elemental Immunity:<all> complete protection against one elemental type (lighting, fire, acid, sonic, sticky[not really an element but counts anyway for things like tar traps. May not have fur/hair]).
  • Enhances senses:<beasts only> Able to smell trails left by units who's sent they are familiar with, for 5 turns. Can normally smell when a certain animal type is hiding in a hex. ie) Man, gobwin, twoll, etc.
  • Extend reach: <non-tiny only> Adds +5' to melee reach.
  • Evolve:<Beasts only> Allows a beast to evolve into a different version. Improvement can be bought with money. Ferals will automatically evolve after a set amount of time passing.
  • Fabrication:<Infantry only>The creation of non-magical objects, including equipables.
    • Can maintain infrastructure/trap improvements (normally made by dirt/changemancy).
  • Finder: <all> Knows the direction of any unit on the same side, but not the distance.
  • Flier: <all> Unit gains the flier special, in addition to normal terrain type.
  • Heal: <infantry only> Can heal an equal number of hits as unit has hit points.
  • Improved Cleave:
  • Improved Forage/Farming/Hunting <infantry only> Double amount that a unit can gain while foraging, farming, or hunting. May only choose one of the three (not totally sure these things work yet though).
  • Improved Archery <mid/long reach projectile only> No penalties for engaging in melee.
  • Improved Combat vs Air <any>: +4 combat, when fighting air units that are flying, or riding something that is flying.
  • Inclusion: <tribe only> Allows a tribe to take in members of any other tribe of the same race (Juggle elves can add shady elves, and altruistic elves, but not marbits)
  • Increase Production: <rank 1, light units only> In exchange for weakening stats, unit may pop more often per turn. Upkeep is also lowered. Max units per turn for med/sml units is 9. May not increase stats/damage after taking this. Can not buy additional special slots for increased upkeep after taking this. Details here.
  • Lofty Heights: <fliers only>: Allows fliers to fly to the TOP sky zone.. The only ground units that can force engagement are long reach projectile units. Fliers without this special also cannot force engagement with a unit that has lofty heights, unless they have access to projectile attacks. Lower terrain penalties by 1.
  • Lowered Upkeep:<units with 10$+ upkeep only> Upkeep lowered by 10%. Not combinable with specials that increase unit cost, such as a commander with leadership.
  • Mean tweets:<all> Hurtful words directed at target causes -1 cbt/def. Lasts 2 rounds. Max penalty -2. Can be used in conjunction with normal attacks. Works as long at the unit can speak and target can hear what is being said. This is a long reach attack, +5'.
  • Miracle pole:<infantry only; scout only; long reach melee only> Infantry pops with a "miracle pole" (looks like a magnet on a stick), instead of standard pike/lance. When unit isn't moving, on the ground, and in full defensive mode, unit can absorb all natural shock attacks. Protects in a 10' radius, maximum 8 units within the radius can be protected. Gives a +2 to capture if unit is armoured, gives +4 to capture if unit has armoured special (possible dismount bonus as well). Units may not activate the special features of a miracle pole without this special.
    • This special does NOT protect against caster spells. Only natural attack shockomancy.
  • Mount:<non-tiny beasts>This is a free upgrade for every beast. Allows a rider unit so self stack with the mount, and give it orders, without the need of leadership or commander specials.
    • Carry capacity: Carried units do not spend move while going through the hex border. Beasts can carry captives through hex borders (beasts without the mount special cannot do this).
  • Mount (increase rider size): <beasts only> Increase size possible riders by 1 for riders that are not properly specialized. (Large beasts can now have a medium sky rider, instead of just a small one).
  • Plant growth: <infantry only> can identify the seeds of a plant (can use certain rations that pop, or find them from forage), harvest them and then grow them in another area. Can grow 8 seeds a day. Requires watering. Time it takes to produce food varies (use plant growth times from harvest moon?)
  • Potion Making: <infantry only> Pops with 2 flasks every day. Can use magic to alter the liquid in these flasks into a minor potion of your choice, or to create two potions by using the essence of various plants to make specific potions. Must learn viable mixes from plants before being able to make them from memory. Potions do minor effects only, cannot restore or lose hits. Potions must be stored elsewhere after being made. If flasks remain in the location where they pop at, no new flasks will appear.
    • Example effects: confusion potion, coughing potion (fumes; minor irritant), pest control, minor irritant relief, stimulant effect, neutralization/lessening of minor poison, sobering potion, headache cure, etc.
  • Promotion:<infantry only> Changes unit into a different, usually more powerful, unit. Costs 2000*rank (1000*rank if a demihuman tribe member) of the new unit to promote. If unit is being advanced to a higher rank using promotion, -1 to combat/defense.
  • Power Strike: <ground beasts; melee infantry (medium/long reach)> Must use both hands on weapon, if infantry. Ignores Damage Ignore, Damage Reduction, and Armoured. +1 to damage (+1 not restricted by damage cap). Not effective if target is 3 sizes larger.
  • Quick Attack:<any> May attack twice during first attack. Can use again during battle if unit has not been fighting for 2+ rounds, and target is engaged in combat.
  • Rapid Reflex: <Any; combines with leadership> When outnumbered, can change one defense roll into a combat roll instead. No stat reduction for being outnumbered by 1.
  • Rapid Reload: <Long Range units only> Eliminates the one round time it takes to reload after firing.
  • Rapid Shot: <Short/Medium range units only> If you deal a creature enough damage to croak, while using a ranged attack, you get an immediate, extra, melee attack against another creature within range. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.
  • Regeneration: <all> slowly heals 1 point of dmg every 10 combat rounds.
  • Rider: See terrain special.
  • Scatter-shot: <short range infantry only> Does 1 damage to every target in a 5' area. Uses 3 ammo. Maximum range is equal to what a long reach weapon is for the unit size category (10' for medium).
  • scout: <beast only> Can transfer memories of what the unit saw to the warlord. Must make physical contact to do so. Scout beasts are not subject to auto attack, and can be issued a limited set of orders that will stick in their heads while scouting orders that the beast believes would substantially increase risk to survival are refused though, fliers will not land for maximum move gain). Scout beasts will generally not begin engagements with enemy units, unless ordered to (especially if enemy units are larger/more numerous, will attempt to flee/hide instead).
  • scout: <Infantry only>Can avoid auto-engaging enemies. Capable of more independent thought. Minimum requirement for player characters. Assume that units have this ability during combat, when they are in a personal stack of, and led by, a warlord.
    • Hide/Hunt: Infantry need scout to effectively hide and search for units in a hex. Cannot hunt without scout.
    • Survey: Scout ability. By increasing the terrain penalty by -1, unit can survey all adjunct hexes (cost can be mitigated by . Surveying reveals terrain types, any roads/trails; special features of the hex (caves leading to underground tunnels, rivers, weather conditions); notices any lights/fires visible through the underbrush; can spot if there is smoke/flyers in the sky; may notice animal sounds (tracks not a thing though?).
      • Note: Can survey for free, if all adjunct hexes are favoured terrain, or lake/sea.
  • self-destruct: <not tiny> explosion causes damage that is equal to 1/2 of the unit's max hits. Does area effect damage equal to the radius of the unit's short melee reach. May not take any actions for 1 round after decision to explode. Bomb explodes next turn. Explosion incinerates unit. Does not explode upon death.
  • Share Senses:<beast only> When the warlord concentrates, he can see through the eyes of this unit, and direct its actions. Range is 20 hexes. Beasts with this ability are considered scouts, but they cannot report what they see to the warlord. Warlord has to be in active possession of the unit in order to know what is happening.
    • When a warlord is actively using this ability, a warlords can give him orders via the bat connection. Sending orders in this way is a good way to get the attention of the posessing warlord, even if he is a higher level. Orders are always felt when given.
    ips).
  • Spit Muck: <all> Long melee attack. If hit, target is blinded, and loses -1/2 combat/defense.
  • Stat Increase (basic): <all> Increase combat, defense, move or hits by +2 points. Can buy as many times as you are able.
  • Terrain Combat Increase: <all> +2 to cbt/def when on a terrain type. Select as if a light unit picking favoured terrain. May attack while surprised on favoured terrain,
  • Terrain Ignore: <all> Ignore up to -1 hex terrain penalties. Includes the -1 penalty from using 'scout survey'. Light units must be unarmored to use.
  • Tracking: <infantry only> Ability to track down units in any terrain type. Units with this special are called rangers?
  • Weapon/armour: <Air infantry only.> Air infantry are allowed to use normal, and long weapons, instead of just short, plus armour. Cbt/def/rch is considered equal to land infantry.

Rank 2 Specials
  • Agile Giant: <large/huge units only; huge sized units must be rank 4> Can attack every round.
  • Assasination: <must be capable of ambushing> +4 to hide; +6 to battle stats during the ambush/initiative rounds (no bonus for initiative round, if unit has adv initiative).
  • Breath Weapon: <Medium sized unit or larger only.>Area attack that is shot out of the mouth of the unit. It does fixed damage that is not dependent on external factors. Comes in various types.
    • Acid: Area attack. Auto hits. 4 dmg, -1 to defense, first hit only. If target is armoured, -1 to armour. Armour destruction stacks). Hits 4 hexes if massive, 2 hexes if huge, 1 hex if large. Medium units do 1 hex, but inflict half damage (2 dmg).
    • Blow pop: Heavy only. Area attack. Auto hits. 0 dmg. Unit is incapacitated until the start of his next turn. Any unit physically touching target will also become incapacitated. Hits 1 hex. Incapacitates huge target if massive, large target if huge, medium target if large, and small target if medium.
    • Fire: Area attack. Auto hits. 3 dmg. Hits 6 hexes if massive, 4 hexes if huge, 2 hexes if large, 1 hex if medium. When combined with gas, increase damage by 1, and double hit area.
    • Gas: Area attack. Auto hits. 1 dmg. Roll 1d20 for every unit that it hits (gas must hit head area), if 1 rolled, unit is croaked. Hits 12 hexes if massive, 8 hexes if huge, 4 hexes if large, 2 hexes if medium.
    • Lighting: Area attack. Auto hits. 2 dmg. Roll 1d20 for every unit that it hits, if 1 rolled, unit paralysed for 10 turns, or until damaged. Hits 9 hexes if massive, 6 hexes if huge, 3 hexes if large, 2 hexes if medium.
    • Sonic: Area attack. Auto hits. Does 1 damage to units hit, and causes knockback. Unit is stunned for 1 round. Also grants the siege special when used against a wall. Hits 4 hexes if massive, 2 hexes if huge, 1 hex if large.
  • Command <infantry only; must have scout>: Unit can give orders to allied non commanders (can also give orders to allied commanders, if unit also has a higher leadership). If infantry is not in the same hex as commander, auto attacking units will still auto-attack. This is why scouts must be used for exploring ahead. Commanders can fully control all other units, including beasts, and are able to properly direct fights with them as well, including the creation of stack formations, and screens. Can lead a stack, which grants all lead units the scout special while led. Commanders can also see the stat boards of all units.
    • Stat Board <aka. sizing up as an opponent>: Can see: Total combat/defense totals (this includes base stats, and level/leadership/stack/CW bonuses, as well as applicable penalties, such as being disarmed), move, hits, race, class, specials, and level
      • Cannot see specials for any unit not on the same side. Cannot see caster type. Cannot see caster mastery (novice/adept/master).
      • Must focus on the unit (size up as an opponent) to gain a clear view of the stat board.
    • When reduced to 0 hits. Make a saving throw vs crits. If successful, unit is conscious, can still give orders, and make 1 stack (centered around himself), but cannot move. Will will recover at next turn start. If fail, unit is unconscious and will croak at start of next turn.
    • Commancers, with the leadership special, can train lower level infantry units, with the scout special, without the need for a designated training ground. Doing so gives both the scout, and commander, training exp. Can train up to 5 units a day (as a single group).
    • Note: Commanders generally have the same initial favoured terrain as the ruler.
  • Heavy Damage:<light units only> Minimum damage cap is increased by +1 size category. Maximum damage cap remains the same.
  • Increased pop rate:<must take 2+ turns to pop> Takes one less turn to pop than normal.
  • Leadership: <Rank 2. requires scout/commander special> Can create as many battle stacks as he has leadership levels. Stacks can be any number of units in a hex. First stack must always be centered around the unit with the leadership special. All stacks that are not a part of the unit's personal stack are unstacked at dusk. All units that are a part of leader's personal stack, but not in the same hex as leader, are unstacked at dusk. Stacks give a variable cbt/def bonus that maxes out at 8 units (16 if mounted riders). This bonus is only active if the unit is in the same hex as the leadership unit that created the stack. Additionally, all units in the leader's personal stack (including the leader) are given a leadership bonus (bonus to cbt/def) that is equal to the leadership level. When in a leader's personal warlord stack, certain specials that the leader possess may become available to units in his stack. Example: Dance fighting, advanced initiative, and terrain special. If unit is a commander, leadership is equal to unit level. Otherwise, level stays at 1. If unit is also a commander, upkeep increases by 25% for every level increase of leadership above the first. Note: Leadership can be increased by the random increase special, even if unit is not a commander.
  • Purse: <Special; +1 rank when determining upkeep> Allows unit to carry and use smuckers. Amount allowed is 1000*level. Unit may accept a turning from unsided units, assuming that his duty believes the act a benefit to the side. Allows unit to turn a 0 level capital city hex into a level 1 capital city hex for 1 smucker. Unit that does so will become ruler of the city. Sided units can turn any empty city site unto a level 1 city, but it costs more money to do so. An offer to turn can only be granted by a unit with the purse special. Note: Having the purse special means that you eating a non-popped meal will only reduce upkeep by 1/2. Normally, a meal will completely negate upkeep costs. Note: Beasts can also have a purse. If they do, the only actions that can be taken with it to turn gems into smuckers, and pop meals when there is nothing to eat.
    • Feral beasts (must pop as feral) also have a purse variant. Upkeep increases by +1 size modifier. This is available all beasts (including rank 1 tiny), but can only be used for upkeep. If commander gives smuckers to purse feral, he can give a limited set of commands to beast as compensation. Around 25 turns worth of upkeep is standard (for LookSee birds).
    • Commanders must be assigned smuckers to his purse by a ruler. Units can carry smuckers to give to other units in this way (must make physical contact with receiving units. If you have smuckers in your purse, you do not disband when the side falls. Rulers and heir are considered to have full purses at all times.
    • Purse also can hold rands.
    • Purse numbers are usually black, but become red to indicate that there is insufficient smuckers to make upkeep for the turn.
  • Relay Orders (rulers/chief warlords/tribal chiefs only): Allows unit to sense where their units are and give them orders, even if they are not in the same hex. Knows general location of all units, and will always know when new units are added or croaked, and what those units are. Special is gained by virtue of becoming a ruler, being appointed a chief warlord, or by being a chief of a tribe.
  • Shield Proficiency <infantry; one-handed weapon only>: Can use a large shield (+2 defense; +4 vs projectiles), while still fighting with a one-handed weapon. No stat penalties for doing so (combat/move is not lowered).
  • Stat Increase (advanced): <not tiny> Increase combat, defense, move or hits by 50%, rounded up, minimum 2 points. Can buy a number of times that is equal to unit's rank -1 (maximum of 3 times). Cannot increase any stat by 50% more than once. To increase further, use the basic stat increase special.
  • Tough <requires armoured special?>: Can't be croaked from a single attack, if hit points are full. Special does not work if attacking unit may not be more than 3+ sizes larger.
  • Use Magical device: <commander only> Can use scrolls and wands as if he is a caster.

Rank 3 Specials
  • Breath Weapon Intensifier: Must buy a breath weapon special first. Unit counts as one size larger when determining area of effect of breath weapon. Massive units get a *1.5 boost.
  • Electrify <units with a physical attack>: When using a physical attack, unit can also electrify the weapon during the strike. A successful hit counts as 2 seperate attacks. Physical, and natural shockomancy.
  • Extra Attack:<must be able to attack once per round>: Unit can attack twice per round. This special does not combine with other specials, such as cleave. The max number of attacks per round is capped at 2. Can attack the same target twice. When this happenes, target treats this as if two seperate units are attacking.
  • Fate's Favour <rank 3 human commanders only>: Whenever doing a combat/defense/saving roll, unit may roll 2 dice, and take the better result. However, whenever unit is stacked with allied units, and allies are benefitting from a stack bonus, allies must roll 2 dice whenever rolling a saving throw, and take the worse result. Fate gives, and fate takes away.
  • Mass capture:<huge/massive only> Every unit hit by unit in a slam attack counts as captured, as long at the targets is 1 size category smaller than the attacker. Make sure body is altered to be able to capture multiple units (such as a tentacle monster, or a megawiff).
  • No critical hits:<any> Does not have any critical hit areas. Cannot be critted.
  • Heir: <human level 3 commander only> Adds the heir special, which is in addition to all the normal specials a rank 3 warlord gets. Being an heir puts this unit into the line of succession, for that side only.
    • Unit will always be an heir for that side, even if he leaves the side for awhile (which temporarily removes the unit from the line of succession) and returns, he will immediately become an heir again.
    • If the ruler dies but the heir lives, then the heir will become the new ruler, and the side will not be destroyed.
    • If a side goes neutral while an heir is not part of the side, he may no longer become that side's new ruler.
    • If a king and his heir go barbarian, and the king founds a new side, and the heir joins it, the heir no longer counts as an heir, because this is a new side.
    • When putting a level 3 warlord into production, ruler must designate whether or not this unit will have the heir special. Adding the option adds an additional 50 turns to the pop time.
    • This special only works on the side that gave it to the unit. If he ends up serving a different side, the heir special will not work. A side can have multiple heirs (doing so tends to cause moral/relationship problems). The ruler can decide on the line of succession. Heirs have unlimited access to the treasury, and do not disband on the field if the side falls.
    • Note: While only level 3 warlords may pop with this special, which is in addition to the normal ones, rank 2 warlords, casters, and courtiers, may also have the special purchased for them by the current ruler. This is the only special that can be bought in such a manner. Cost is 100,000$.
  • Random special:<all> Take 4-6 specials, or 4-6 pairs of specials. When unit pops, roll die to determine which special the unit gets.


Rank 4 Specials
None at this time.


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Promotion done only in cities?
Mathmancy/Datamancy/Predictamancy all seem to work in a similar way. Um, math rearanges stats for a bonus. Data can roll a random die to give a modifier on a mass combat roll, and predictamancy would let you if they lose or not? Luckmancy says you will win X. Predictions will find out if you win? That makes luckmancy/datamancy though as the combo for turning losing battles into winning ones?


Chapter 08- Toma RPG: Casters

Casters are the single, most powerful units in the game. Their abilities are manifold. From creating golems to stopping all fighting on a hex. There is nothing more difficult to to bring into an RPG. As such, casters are considered to be unavailable for use at this time for players. However, this page will slowly work on creating a fuller concept of how they work.

Here is the general discriptor.

Caster <infantry only; must have scout; commander>: Unit has access to one of the 23 schools of casting. Casters are considered to be non-combantants, and will auto-lose when calculating initiative against a combat race/class. Stats are lowered.


Generic Content

Magic goes across a hot (main use is in battles), to cold (main use is outside of battles).
  • Golems can be healed, even if dead, as long as the damage is not too severe. Uncrooked, and living units, may not.
  • Some casters get leadership bonuses for units that their class creates. This bonus can be used in conjunction with a warlord leadership bonus. It works much like a chief warlord bonus, in that it affects all units within the hex. The bonus is:
    • +1 novice (0 for all units in the hex)
    • +2 adept (+1 for all units in the hex)
    • +4 master (+2 for all units in the hex)
  • Juice increases by 10% with every level gained.
  • casting is knowledge + will = order (information for thinkamancy) Shockmancy is just raw juice
  • Novices must add a verbal component, or make a gesture, when casting spells. Adepts can cast the easier spells with no signals. Masters can cast any spell with no signal.
  • Spells are cast one per round
  • Can only have one spell that requires active maintenance on at a time.
    • A master can also maintain a second spell while maintaining the first (this includes mastery of secondary casting disciplines)
    • In addition, a third spell can be cast and maintained, even from casting disciplines that caster has not mastered, as long as the other two spells are from a mastered area (max 3 spells can be maintained at once).
      • Roger is a master of fool and think. A novice in look. He cast one fool to hide Bill, another to alter the numbers, but could not cast a third in lookmancy without being noticed to see what the actual bracer numbers were.


Upkeep
Casters are rank 2 units with a size of medium/light, and have a base upkeep of 40$.
Casting is a special that adds 25% to base upkeep for every level gained.
Furthermore, casters have 3 levels of power. Novice/Adept/Master.
  • Novice/Adept: This is the base standard. Upkeep as normal (example: a level 3 adept has a upkeep of 60$).
  • Master: Add 100% to base cost when upgrading from adept to master (base cost moves from 80$ to 160$). When upgrading, all leveling costs are retroactively increased as well. Every level past level 1 adds 40$ to total upkeep (example: a level 9 master has an upkeep of 480$).
    • For every mastery past the primary casting type, add the equivalent cost of an additional level (a level nine master of all three forms of lookmancy has an upkeep of 560$, instead of 480$).

2. Spells
bleh
Spells that are cross class are available to all casting classes.

  • Hobokin
  • Power ball.
  • Resize object (doll/hat have a higher natural affinity to this magic though)
    • Body equips naturally resize on their own to better suit the person using the item. Other objects do not.
  • Create scroll (can only be used by a caster).
    • Scrolls can store juice for multiple turns, but the spell must be decided on scroll creation. Juice may not be used for other purposes (carnymancy breaks this rule?) Can be powered by multiple casters.
    • Scroll to grow tower cost 18k. Would normally take more than a single spell to grow that much.
  • Create wand/staff (masters only; rechargable)
  • a hundred spells from 6-8 disciplines could make stone faces. Dirt and signmancy would be the most likely.
  • any caster can try to cast outside of primary type. Normal to fail, wastes juice. Enough practice may improve skill.

Additionally, every casting class has their own special spells.

Golem Design
bleh
WRONG-All golems are NOT popped with the share senses special. This only works with the correct type of caster (crap golems can share senses with a dirtmancer, but not a dollmancer). Golems must be created with this special

-Golems can be created to use weapons.
-Golem makers probably specialise in certain builds. Dollmancers seem to have preferences in materials. Possible that it takes X amount of time to create a new golem design or it can be copied by looking at an intact golem, or the design plans of one. There could also be a bonus for X golem type.
-Golem maker can only turn dolls with him if he and his dolls are all barbarian, otherwise can't (can if linked with a carny).
-Golems don't seem able to fly, perhaps can with lighter materials?
-Golem can be unraveled (de-animated) by any caster of the appropriate discipline. Costs little to no juice.
-to make a golem, caster imprints a piece of his own string on golem but string is too small to be real. It only holds instructions on how to be a golem. Caster knows exactly what actions a golem will take in any situation?Caster uses juice to wind it up and upkeep keeps it wound up.
-Golems are preprogrammed with everything they will ever be able to know. Better golem makers can give them longer strings that have more information. Might make them smarter, or just give them more specials they can add.
-Golems cannot form date-a-mancy bonds. A sign of a golem being truly alive would be their ability to form these independently of bonds that its creators managed to create.
-golems are not alive, a blade of grass is more alive than a golem. They exist off of pure motion magic.
-golem creators know what their golems are doing, and why, as long as in the same hex, and wants to know.
--Matryoshka doll. Special is... probably multiple dolls built inside each other. Hops, gets smaller, and faster as it gets smaller? Not sure how to copy that
-Typical heavy golem takes 2-3 turns.

"Knight class" Golem
-didn't auto attack parson when he surrendered. Would a normal golem?
-moll is passive enough to allow herself to be moved and not return to post. Being "knight class" doesn't seem to give any agency.
-dolls capture parson. Possible only because "knight class"?
-they use weapons, which is unusual for dolls.
-ambushing golems exist, maybe ambushing is part of a knight class being able to defer an attack?
-scout golem can go into Charlie's city and not attack. Scout is a legit ability for golems!

G-String Golem


-hide golem (doll?) makes prolonged touch contact with maggie to steal string while she was asleep. Make a mind connection, Caused her nightmares.
-Maggie can feel what happens to doll, possibly because doll is hide. Connection only possible because she is thinkamancer?
-sending sensations through the doll to maggie costs juice. Uses G-string connection.
-Maggie's dream self managed to make a deeper connection, so she could do the trick of seeing through the eyes of the doll that uses her G-string. Beginning to figure out how to listen though it as well.
-Bill was able to make the Bunny doll after linking with Bunny. It created a new unit, with an independent personality, and it could connect to Bunny, as if it had the share senses special (Bunny didn't seem able to assume direct control though). Being able to do this is a secret of thinkmancers, because it uses the G-string. Bill continued to explore the connection, and found a way to make Bunny feel what the doll felt, via the date-a-mancy connection that is also a part of G-string. Making her feel what it feels costs doll juice. Can connect to the doll while asleep (no juice cost?), but can't remember what the doll saw without doing a meditation trance.
-The doll felt vibrations through the skin in order to hear words, not through the ears, this made it difficult for Maggie to understand words from it and it's taking a few days to understand language again while linked through the doll.
-Bunny thinks it's impossible to control the g-doll. It supposedly needs different thinkamancy strands than are installed in the doll (possible indicator that she never did this with her own doll?), and it would require juice to do so.
-A thinkamancer MIGHT be able to take over an enemy golem but it would cost all their juice, and would only work for a few seconds.Speculations/future events.
-g-string doll can be used to listen, but not talk, talk would require control.
-doll is also rooted in Bill's string. He could control it remotely at any time.
-threads that connect to Maggy are passive tactile, feely, stuff. Very small/limited. Following the string back to maggie shows she has been improving her side of the connection, improvements allowed her to move from simply feeling what the doll feels to hearing, and some limited visual input. Connection still tactile based.
-Bunny improves connection so Maggie can now see through the skin, just like she can hear through the skin.
-Bunny gives her juice to the doll, in order to make it responsive to maggie's will and give her full motor control. This is backwards from how it usually works, and only works cause of the heartstring connection (transgression against thinkamancy, it's fine to take control of sides units, but not enemy ones?)
-Bunny mentions that Bill could have made G-string dolls from Parson/Jack. Not just limited to thinkamancers, or wat Bunny lying to help Maggie open up.
-The doll's personality is from Bill, not Maggie. If Bill dies, the doll loses personality. Why Bill and not Maggie?
-There is a drop of juice left in the doll that Dream Maggie can use to give one last order to it. She sends out order to call Tower, and it works. Tower very sensitive to thinkamancy. More so than even Charlie. Possibly helps that she is one of his units.
-Jed supplies juice to doll, Maggie freely controls it while asleep. This was actually a bad risk on Maggie's part. Could have just wrote to parson in his cell.
-maggie can only operate doll while sleeping? Probably means that waking will damage the connection and only enough juice to do it once.
-what maggie does isn't quite control, possibly some merger of wills only possible by controlling it while asleep? The doll had different handwriting from Maggie. Indicating its own will.
-Bill can make a doll out of anyone. A non caster wouldn't be able to fight back.
-doll actually issued orders, not just pushed units around.
-Bonnie thinks the doll freed parson cause it wanted to, but it was maggie using Jed's juice.
-doll learned how to write after Maggie possessed it to write to parson. Can write everything it heard, including think talk with jed.
-Maggie can link with doll to talk to Jed, even though she doesn't have juice. There was originally a drop left in doll to contact Jed. Was there also a drop when she did it while awake?
-EMPHATHY MECHANIC: Synching up with the doll's rudimantry sense of self, to make it want exactly what you want
-When maggie connects to doll awake she talks for Jed, doll does nothing.
-bill can also look through doll's eyes, even though he can't for normal dolls. He seemed to be able to tap in after Maggie connected to Jed. Probably can't do this with the bunny doll, because the maggie doll has improvements that allow the additional sensory input. Seeing through mannequin eyes is a dollmancer thing though...
-GOLEMS CAN'T learn, unlike thinking units (even beasts can learn). But maggie doll can learn. This is the heart of the empathy aspect of the string imprint. They cannot form date-a-mancy bonds
-can't make a g-string golem out of an uncroaked.
-maggie made doll write, was supposed to write what maggie told it but Jed made it write Roger's message to Bill. Roger used maggie doll to talk to bill, through a point of contact thinkagram, which is how Jed knew.
-Jed's reveal filled maggie doll with determination to kill Roger. Orders dolls to kill him.
-referred to his ability to look through doll maggie's eyes as "scouting senses" he also knows that Maggie used to to talk to Jed, cause he was watching while she did it.
-bill started looking though doll maggie's eyes while she wrote the note, he could will the information of what she was currently writing into his head, but not know anything before he hooked in.
-maggie doll ordered the dolls to kill roger, not jed or maggie. Jed had to give her juice for her to do this.
-maggie found the date-a-mancy thread to jed in her sleep, I think, and used it to get jed to call her through the doll?
-Maggie doll turned with Bill. Bill can't make it attack. More evidence that doll initiated attack vs Roger.
-doll is unhappy as CC unit, wants to turn. Can't attack Bill. Bill member of side, unlike Roger, who was a barbarian.

- PAGE 168 THROW EVERYTHING OUT YOU GATHERED ON G-STRING DOLL AND REPLACE WITH H-STRING DOLL
-pain connection with doll, pulling parson back to erf, wanda's connection to ansom/Lilith, despite being imprisoned (immune to thinkagrams), attunement, Wanda cutting archons/dwagons from attunement. Ossomer turning, Jed sending juice to maggie (through the doll, not directly?) All H-Strings
-H-strings connect emotional data, thinkagrams use them without knowing.
-identity is h-string? Not turnmancy?
-magDoll had had an h-string implanted, not the g-string
-h-string was moved from maggie and bent so it considered what it would be like to be a doll. MagDoll is a complex expression of empathy to maggie. She can't make it do things, it just learns how to be what she feels the doll would be. The doll's string can grow and change in this manner, as long as it remains connected to Maggie. If maggie dies then all the empathy dies, and it reverts to being a doll again.
-heartstring is not determined by side, so it can stay connected despite everything.
-PAGE 143 trees are alive but have no hearts. dolls are not alive but have rudementary g-strings enhanced golems have h-strings Wanda feels the heart with pliers, not the mind?
-h-string for uncroaked might be imagining yourself as uncroaked? Should work as doll though.
-heartstrings are truth without proof?
-maggie thinks magdol lives in Bill's head, gets upkeep from him, personally. That should not be the case. It gets direct from treasury.
-sleeping may increase doll's learning.
-heart can overpower think?
-Magdol attacks bill through bills heart connection. She also needs to know his deepest desire, which opens his door. She then attacks him through his desire and turns it to ashes, which guts his personality and turns him into a doll. This is cutting the h-string. The date-a-mancer secret killing method. can be done at a distance, turns unit into a doll by destroying self of sense/emotional connections.


Isaac Doll
-Issac was implanted into a doll. What does that mean, is the doll isaac? Is it just a copy of isaac?
-made what they could of doll. Wanda is surprised that a doll is given a choice. He then compares himself to The Haffington dolls.
-Isaac Doll is "enough" like a thinkamancer, but not quite enough. Not quite Isaac. Maybe a copy of isaac's string, that is connected by g-string to Big Think in order to imitate a person.
-golem is a barbarian unit under Isaac's command. Isaac will die at turn start (as big think) so golem will not get upkeep. If golem turns, it cuts string with Big Think, so golem will lose empath connection (maggie doll retains a connection though)
-Isaac string is bound to golem
-upkeep was increased for the enhanced golems after Max died. Golems returned to normal, the thinkmancer was the string used to give them life.
-Isaac theory: Max partitioned a piece of his string thinkmancers can think multiple things, Doll was still alive after big think died though.
-Wanda points to a string in the golem, Isaac sees it as a G-string, Wanda says it's his life string. Issue with this is that trees to not have g-strings but are alive. Golems are not alive, but have strings.
-Wanda suggests cutting string I think the theory is that if he croaks himself before big think dies, then he won't be lost with the others. Killing doll won't work because it's just an outlet. You cannot cut your own string, unless linked with croakamancer.
-okay, how is isaac doll alive? That doesn't fit with what I know. Maybe Isaac's string is actually inside the doll, and it's not an empathy golem?
-G-string haff golem. It spoke. It ate. It had opinions. It danced and sang. And it had the upkeep cost of a warlord. tin man was a dirt golem.


Works by g-string AND heartstring. Implants heartstring from golem into caster, not caster into golem?
Heartstring attack made Bill into living golem

During Maggie's big revelation moment about Date-a-mancy, she figures out that they misinterpreted the idea that golems with individuality are created by putting pieces of the casters'/subjects' strings into the golem
It's actually a H-string (Heartstring, Date-a-mancy) connecting them to their casters/subjects, feeding them emotional data. Thinkamancers can implant the connection - they can at least detect and interact with strings of magic types other than Thinkamancy, like when she sent an order down her Treasury/Upkeep link to Jed - but they don't actually understand their own creation.(edited)
The combination of different emotional data is what allows them to have a separate identity from their creators, but still affected by their feelings, and able to receive and give input to their creator/subject.

Yeah, but they got the direction wrong
That's the bigger detail I was mentioning
It's not a piece of the person being put in the golem, but the reverse
That's why the golem ceases intelligence when the subject dies
And how it was able to snipe Bill's brain, and things of that nature
Yeah, I don't think the Date-a-mancy reveal was out of nowhere
Just that Bill and Maggie say incorrect stuff about it early in Book 4 because they don't understand it

The Maggie golem was able to learn things when Maggie did
Because in effect, it lives in Bill and Maggie's heads
Golem starts as a blank but it seems to realize things when the person it's connected to realizes them
Maggie even said it gave her ideas on how to protect herself against advanced Thinkamancy, such as from the GMs and Charlie. And considering attunement and the connection the attuned have with their main unit (dwagons for Stanley, archons for Charlie, Decrypted for Wanda) are Date-a-mancy, I can see how it's pretty darn powerful. I'm not sure what the Makaleka did to Bill, but it seems like H-strings can be inflicted on people, and used to counter Thinkamancy somehow, up to the natural Thinkamancy of someone's mental functioning.



3. Hocus Pocus (life)
bleh
Hocus Pocus Octant (main building where they live. Is it like thinkmancer octant?)

Findamancy (erf)
  • Creates, and possesses, a temporary unit. Unit cannot be healed by findamancy.
  • Natural findamancy is knowing the name/side of a city that a unit is in, or been captured by (not killed).
    • Can also be used to hide the fact that your side captured a unit/city.
  • summoning (brings to caster, can't send away)
  • Can know if a given unit is within the hex (unless under bedrock). Not a tracking skill. Can't tell how they left.
  • Can't tell where someone ended up after leaving MK, possibly because MK not in erf proper, so directions don't help.
  • can hide free casters... but any findamancer could prove unit is working for a side, if they are members of a side.
    • Can hide the side a unit is on. Can make units look like barbarians when signing contracts or capturing units/cities.

Predictamancy (fate)
  • predictmancy can be wrong about how/when/why but not what says Marie (Marie is hiding that Wanda will destroy faq).
  • Hyper awareness spell.
    • A scroll was used that gave her several minutes of foresight into the future, knowing exactly what to do to achieve the results she wanted. Knew portal would appear seconds before it did, had a spell prepped to take out the single guard, knew where the prisoner was. how enemies would crash in, etc. Could only do it because the fight mattered to fate?
  • Sometimes, a caster will feel the need to cast randomly, this gives a prediction of things to come.
    • Thinkamancers believe that predictamancers create dictums (luck golems) to force events to happen as predicted.
    • There seems to be a voice in everyone's head that influences their actions so they follow along with fate's will.
    • Predictions never really compete with each other. No duels of fate, with back and forths of both saying that they knew the other would do that and set X up in response. Very unified group.
  • Reading a unit's fate. Happens automatically, costs little to no juice. Can see the fates of units that have them (most units do not have a fate). Units with a fate are much easier to cast predictions on that normal units.
    • Works better with touch contact, such as via palm reading.
  • predictamancer knew what Digdug was a dirtmancer. Knew the past of his side. Possibly because predict knows entire line of fate, so also knows past events. Knows the fate of the king, that it was his story, not Digdugs.
  • Can cast spells if X will happen.
    • Works better to figure out same day/turn outcomes.
  • Can hear voice of fate: In every unit, there is a voice that speaks to them, influences/guides their actions. That voice is fate. Predictamancers can hear that voice as it speaks to everyone.
  • Battlespace is natural predictmanacy.
    • Caster knows all battlespace clashes that will happen next turn, sometimes knows who will be attacking, but doesn't know how many units will attack, or where (unless clash takes place in an area where no movement will happen, such as a city).
      • Marie used predict to see if any of Faq's cities would enter a battlespace clash next turn, lookmancer discovered what units would attack, fool moved to and hid the city that needed hiding.
      • Marie used predict to see if a specific hex would have a battlespace clash next turn, and tell Jillian which hexes would not have that happen. Lookmancer would check to make sure the route to the safe hex didn't have any enemy units.
      • Marie can tell Jillian if there will be a battlespace clash for her next turn. She can also specify who will move first during the clash (she can always do this). However, she cannot know what actions bring about the fight, or what will happen during it without a lookmancer to check the area out.
      • Marie knew that Faq would be destroyed by Wanda.
    • This is tricky to simulate as a game mechanic. Ideas
      • Use third party. Both players mention move decisions, if battlespace clash. GM informs predict player of clashes, and then this player gets to reset unit move so they can move to the battlespace location?
      • Predict player always moves last but battles may not be started until predict player moves. Non predict players must not reveal how many units they are fighting with until predict player has finished move. This has the issue of predict player using up move to handle non issues, where they could have been saved to move in during natural turn order. Could be solved by giving an extra move to units in the battlespace if natural turn is actually last.
  • Same turn predictions
    • Superfluous elves sensed that everyone would be dying just before the volcano erupted, and left early.
    • Marie could predict if Parson was going to go through the CC portal, and if Charlie would attack Banhammer this turn.
  • Short term precog spell. Can tell if an attack will hit or not, and can wait until it does. Can decide to not attack if an attack roll is bad, as long as no interuptions.
    • Can also use this to predict where/when an enemy unit will attack, which can help in avoiding being hit when on full defensive. Only good vs 1 enemy.
    • Can also have a general sense of the odds to hit. This seems like mathmancy, but is not. Mathmancy doesn't work well for tactical combat. It does strategic.
  • Predict opportunity spell (roll to attack every round, if attack misses, you didn't attack)
    • Predicting opportunities can help getting around, knows how to move through crowds in an optimal manner.
    • Might work for dodging too. Maybe going full defensive allows a unit to auto dodge attacks, as long as 4 or less.
  • -predictamancers usually know how they die
    -fate takes/is will, but never does anything showy like a cast.
    -predictamancers generally lie to make it easier for units to go on living.
    -predictamancers aren't cloudy in predictions, they just say they are to minimize arguing. Predicts are not vague on the future
    -not everyone has a fate though, and timelines of fates can vary by a lot, but fate can't deviate by too much. Fate likes to conserve numbers. Georgia was supposed to croak in GK, easier for fate to do it after Jillian took over. Duncan leaving her alive was the fate voice telling him to?
  • Some units have fates, most don't. MUCH easier to predict units with a fate.

Mathamancy (numbers)
  • making units is stealing juice no one paid for, and it is returned on death. This is known as returning to 0
  • live counts as a 1, and death as a 0. Zero is always calling.
  • math tells you how many dice are rolled, average hits lost during battle, tells what can/can't/will probably happen.
  • calculates odds based on available information. Tends to be in the 40s-50s when they don't know the answer, or just not give a number at all.
  • Mathmancers can see the supply unit of the hex he is in, and any adjunct hex. Can see how full the hex is, and the how many of the various size categories there are. Can tell when there are large units in a hex, as they each cost 8 supply, but since medium and small units each cost 1, he can't be sure which of each is in there. Likewise, he knows no details about units in a hex, just the raw numbers. Since commanders operate under special conditions, in terms of supply, unit will always know how many commanders are in a hex.
    • Can also alter the unit numbers that a hex can supply. He can either increase or decrease it to an extent.
  • Can create cyphers. A code type that can only be solved by mathmancers.
  • Calculating battle odds. Most common use of Mathmancy. Stack of X can generally wipe out Y. Does that mean everyone gets a cheat by looking at mass combat ratios?
    • Send information via hat to mathmancer of troop numbers for both armies, get the odds of the matchup.
    • Can swap positions of mid-frontline units after opponent has decided what to place. Can do once per line
  • Not as good as bracer on calculating odds. May not be as good as hypotheticals, such as a question like, odds this prisoner knows what I want, or 15% chance to disband if I say X thing.
  • Can see bonuses
  • Can dissect crests. Example: Knows crest significant, unit is fated Atlantean, high chance of danger.
  • Modify/swap stat numbers, temporarily? http://www.erfworld.com/blog/view/49974/ethereum-day-ten
  • Can figure out past events, somehow.
  • PROLOGUE 12, BOOK 4
    -math good to have exact numbers of units, and their levels. Levels can be counted on ferals.
    -Math: look up tables (sky) helpful for rough estimates, can spend juice to see stars. Luck is not real
    -Math: can constantly know the exact odds of someone staying alive from minute to minute
    -math: can slip into the rounding errors
    -Math: cast on crew to help form astro logic puzzles every night. Helps work out the sum total of the crew.
    -can estimate how many people will be eaten in the hex as opposed to drowning or burning (found out ship was on fire by the burn numbers rising. can immediately tell the odds of all bad things that can happen within a hex
    -knows a unit's lucky/unlucky turn for something (lucky to survive; unlucky to drown) was trying to use Fumo's luckiness to sneak into Atlantis?
    -can see fate by seeing the odds that someone will die from X are high or low.
    -knows the exact numbers of units in the hex.
    -calculates odds that whales are leaping to find prey.


4. Spookism (motion) Puppet Master
bleh

Turnamancy (erf)
Talking about Turnmancy Book 4 - Page 15

Turnamancers are not known for their honesty, and are not considered reliable units, overall.
  • Speeds up city production by 50%. A 60 turn heir takes 40 turns.
    • Can cast this on 3 cities and still have juice left over
    • Can TRIPLE pop rate for one city, but uses all juice.
    • Cannot speed up the pop rate of natural allies.
  • Turns infantry unit to the side by using juice to force them to accept you paying their upkeep.
    • Cannot instantly turn commanders. Requires breaking their will.
    • Can turn infantry units from the demi-human tribes so they officially join the side. This is the only way to have natural allies from both the 'good' and 'evil' axis. Allied tribes from either morality will refuse to be allied with your side if you have a tribe from the opposing alignment working with you, regardless of whether or not the unit is officially part of your side.
  • Turnmancy turns beasts units too (not datamancy, which makes animals friendly, but doesn't tame them).
  • Turnmancy of popping is the proccess of creating strings. Can a link between a turnmancer and dollmancer create a golem with life?
  • Body restoration at start of turn is natural turnmancy.
  • Units wind up at the start of turn every day, Turnmancers probably see this aspect and liken it to everyone being a machine of erfworld, just like their simple wind up machines.
  • Being bound in worldspace via things like move stat, juice, etc, is a limitation of turnmancy. Part of the string winding?
  • Mass infantry turn spell (no commanders/scouts) can turn 85? For a single cast (Vanna seems capable of this number, assuming Jillian had 6 megas, 20-30 gwiffens, and captured 170ish infantry on book 2 text 43).
  • Creates mechanical vehicles (can repair)
    • These count as items. They need to be manipulated into moving by a user, as opposed to golems, that can operate independently.
  • Can create mechanical structures (mills to grind grain. Like a farm attachment? Makes farm more productive?)
    • Can run automatically. Elevators are likely turnmancy.
  • Can reset move to full for all units in a hex. Reset takes place after turn ends (must be before dusk).
  • Can cast a spell while touching.
  • Turnamancy covers motivation and Sides.
    • Duty is partially Natural Turnamancy.
    • Spying is considered turnamancy
    • Turnmancy knows that all units are individuals. Everyone is slightly different from each other.
    • Can sense emotions. Guilt, lust, dominance, secrecy. Doesn't matter how well you hide this, it can still be sensed. The stronger the desire, the easier it is to sense.
      • Can cast a spell when touching. Gives more information. Guilt becomes guilt over a death. Doesn't tell you who the unit is but if you already know him, then you would know. Gets a better idea of wants and fears. DOES NOT simply reveal secrets. Vanna slept with Don and didn't figure out why he was now suspicious.
    • Seduction is considered turnamancy. How does this jive with hippymancy. Seduction can be seen as offering something someone wants.
    • Basic turnamancy find a unit that is at a low point, tell them what they want to hear, that you have the solution, all they need to do is turn to your side.

Dollamancy (fate)

A long standing question I had was why zap guns can be used by anyone, but bullet guns need a specific special. After a lot of thought, I'm going with the idea that zap guns are basically portable towers. Casters can pour juice into them and they are released at a target using a keyword. They do not require a special to use, they can only be recharged by a caster. Guns are a weapon, and need a specific special to use.

Current system is that Dollmancy items does not grant specials, so a magic sword cannot be used by an archer. The jetpack was a combination effort of at least two casters. They primarily give bonuses, or negate maluses. You can have a +1 sword, or negate damage from a single hit, or increase your damage, or ignore terrain modifiers, or ignore magical effects. Stuff like that. Bill's see through goggles would be a lookmancy item not a dollmancy item.
  • Creates/unravels cloth Golems (can lead; can heal, can resurrect dead golems if damage is not too severe, maybe a max of around -2 hits)
    • Hide golems are made from animal skin
    • other materials: marble, glass, plush, wood.
  • Magical mannequins (masters only). Can cast to see/hear/talk through their bodies. Unlimited range. Are items, not units, and can be used even if the city that they are emplaced in is captured.
    • Once build, item can be used by any sided with dollmancy.
    • Maybe normal dolls too? Can make dolls attached to g-string that can be seen through.
  • Raiment (non magical clothing: shirt, pants, gloves, shoes, hat)
    • also known as duds.
    • Restrictive raiment. Used to immobilize prisoners. Leg shackles, handcuffs, straightjackets.
  • Magical Body accessories (One accessory per slot. Available slots. Feet (shoes); legs (pants); chest (shirt); body (robes); hands (gloves); back (cape); right hand (weapon/shield); left hand (weapon/shield). Max dollmancy accessories at once is 8.

    • shockmancy blaster; cape can take one shockmancy hit;
      • Jetpack is technically a dollmancy item, but it was a combination effort of casters. Normal dollmancy items do NOT grant specials, such as flying.
      • Goggles are a lookmancy item. Not dollmancy.
    • A level 2 adept can make 6 magic accessories a turn. Maybe more if he can get his hands on material to shape an accessory from.
    • Equips can only to one enchantment at a time.
    • Cuff manacles count as a body equip, but work to keep a captive, rather than an enhancement
    • An equip that can heal? TV dollmancer healed Jack/Maggie.
    • Can repair body equips/clothing as well
    • Lightsaber. Masterwork weapon. Blade of shockmancy. Does natural shockmancy damage instead of physical. Can be turned on and off.
  • Normal items. Can create a non magical lock, or armor plating, or statues, but can't enchant.
  • Glasses: can dark see, or detect magic.
  • Dollmancers can sense when an item has been carnied.
  • Imposing signmancy on claimed clothing is natural dollmancy.
  • Repairing clothing is natural dollmancy, not turnmancy. Cleaning clothing is dirtmancy though. Can iron out wrinkles, but not fix a smudge.

Weirdomancy (numbers)

Basic spell, I think, would be adding/removing one special from a unit. Adepts can do 2, and masters 3. Terrain type counts as a special, combat counts as a special. Does not directly affect stats. Can not alter body shape. Can't increase carry capacity

  • The magic of modifying other magics
  • made a typewriter? Seemed to have some properties of preservation on anyhting typed.
  • Can subvert the summoning magic by unraveling the bits that hold him in erfworld
  • Temporarily adds/removes specials
  • Trinkets are jewelry accessories (equips). Can enchant gems and precious metals with specials (rings, necklaces, earrings, glasses)


5. Stuffamancy (matter) Chief of Stuff
bleh

Dirtamancy (erf)
Live separately in the dirt mansion. A fortified bunker.
Dirtmancers are generally considered to be golem makers and fabricators. Many sides do not utilize them for city upgrades.
  • City infrastructure (builds most things on the MK).
    • Cities have limits of how many building they can have per level. Buildings built in excess of that limit are non functional until the city levels up. The built buildings will lower the cost of leveling up.
    • Can repair, rebuild, replace, repaint, remodel, and redesign, structures.
    • Can make buildings that can do multiple things? (smithy AND a woodworking building)
    • Building a new floor for a tower/dungeon takes several turns of juice. Max 40 floors.
    • Moats/ponds count as infrastructure.
    • Most Dirtamancy improvements/traps last a pretty long time–from dozens to thousands of turns–just not forever (can be maintained in cities with fabrication units, or a city manager).
  • Dirtmancy sense: can tell the mineral compositioins of food
  • Creates/unravels dirt/rock/crap golems (can lead; can heal; can resurrect dead golems if damage is not too severe, maybe a max of around -2 hits)
    • Crap golem heavies seem to be the easiest to make.
  • Creates city structures. These structures can be activated/deactivated by the city steward (building limit remains the same, so if a new structure is activated, an existing one must be turned off). Building new structures can also lower cost of upgrading a city. The capacity increase from leveling must include these new buildings.
  • Some placements are dirtmancy, like gravestones.
  • Creates raw materials for creation. Wood, metal, tar.
  • Creates tunnels/mine shafts
  • Creates traps. Dirtmancer traps are not subject to city capacity limits.
  • Reduces cost for leveling up cities. Lowers cost by 1k, per day of work
  • Increases yield from mining.
  • A level 5 adept can make 24 clips of ammo (4 for every gun a level 2 adept can make), and probably has juice left over.
  • pitiful garden of wild veggies, good for 1 meal every 25 turns. Dirt can fertalize, which doubles yield for 40 turns. Can also improve soil quality, smaller improvement but lasts longer.
    • Improving soil: He had just pulverized a portion of the sand into clay, and he was now casting to convert that clay into limestone, a juice-intensive process. For the final piece of spellwork, he converted the surrounding grass (weeds, in this context) into charcoal and added a thin layer of that carbon at the depth where he guessed it would do the most good.
  • Fire sprinklers; maybe triggered using portal juice sensors (where does water come from?)
  • Natural dirtmancy: The dawn reset. Cleaning is dirtmancy.
  • large traps
    • Traps can have various triggers. Light unit stepping on it, heavy unit, door opening, door destroyed, magic being cast, fire being lit.
    • Shock traps need electricity to use
      • Lighting rod trap (can be made in 1 turn). Put at top of tower, gets struck by lighting one per hour in a normal rain hex or twice in a heavy rain hex. Can immediately redirect lightng upon contact with the rod to an enemy unit. Attacks air AND ground troops. Target is random. If no targets, lighting turned into a normal shock spell and stored in the tower (attacks air only).
    • Shock emmetters for a tower can be trapped with tower juice
      • Charlie has special shock defenses, such as electrified floor, and laser tripwires, powered by portal juice hack, and the cables that connect it to the rest of the city.
    • Exploding bomb, explodes if door broken down by siege.
    • Alarms
    • An entire building can be rigged to collapse when a trap is set off.
    • Traps: collapsable buildings, fortified archery emplacements. The drainage system he'd built could be used as a sluice, to catch the victims of a collapsable ditch. Enemies that fell into it would theoretically be shunted down to the south wall and slammed against the watergates to be picked off.
    • Pitfall trap, triggered by portal activation. drops you onto poisoned spiked
    • Trap types: Gas, goo (tar), fire, lava, explosion, poison, physical (spikes), sand, water.
      • 2 kinds of pit traps that reliably damage landed fliers. Lava does heavy damage with a minor chance to incapacitate/croak/destroy, while tar was near-certain incapacitation with minor damage.
  • Bedrock: can only be dug in trace amounts, if master. Extremely difficult to attach emplacements on bedrock. Not suitable material to build many things on, because it's hard to connect objects.
    • Dirtmancers can't drop bedrock but can create dirt attached to bedrock and drop that. Difficult though.

Changemancy (fate)

That's Changemancy. Really versatile magic. Weapons, armor, tools... Changemancers either rework and enchant an existing item, or just imagine a new one and conjure it."

Current thinking is that changemancy should be objects, while dollmancy is body equips, and dirtmancy is structures. Meaning they don't do weapons or armor.

  • Evolves beasts into new units.
  • Mirror communicators. Must be full sized, body mirrors. They are created in pairs and can only connect to that other object.
    • Can be used by any unit.
  • Changes infantry? Maybe infantry are promoted, not evolved, meaning infantry is moneymancy, and beasts are changemancy?
  • Temporary shapeshift.
  • Creates magical items (tables, rope, ladder, flying carpet)
    • Small items also count, like lockpicks.
  • Normal accessories. Can make armor, weapons, but can't enchant.
  • Can make normal items into magical items.
  • Minor city upgrades?
  • Fixing a water pump
    • Work at this scale was really Changemancy, although a Changemancer would have had to extract the whole pump from the well to work on it, while a dirtmancer doesn't

Dittomancy (numbers)
  • Can refresh losses (temporary refresh only, all refreshed units croak at end of turn, cannot refresh the same unit twice)
  • Creates exact copies (dupes) that will last until start of next turn. Can only copy a person once. May not copy a dupe.
    • Exact dupes of casters don't have juice, except what the dittomancer puts in them from his own storage.
    • Can even copy a ruler to keep the side alive, of sign agreements for the side. Agreements are still binding, even after the dupe disappears.
  • Doubles bonuses (cbt/def/max stack/ leadership)
  • Can double units if riding in a max stack, only. Max stack bonus is not reduced by the stack being 16 units. Extra units disappear when stack dissolves.
  • Can double kill rate of ranged fire (can also quadruple for an increased cost)


6. Eyemancy (life; motion) Headmaster
bleh
-Eyemancers live in the Eyemancy Octant, the one place on erf that is protected against Charlie's hacking.
-All eyemancers have basic facial control, and tend to be more expressionless than other casters. This is especially true for thinkamancers.
-Eyemancers, as a group, have the best memory recall of any caster type. All three use a trickle of juice in order to perfectly recall anything they have seen for the rest of their lives. Even a single bit of juice is enough for the day, can't if no juice, however.

Lookamancy (erf)
  • Radius limit of 56 hexes that lookmancer can search? 56 is also the highest stated move of any unit, not sure if relevant.
  • Can create magical glasses with effects such as seeing through foolmancy, through walls, or seeing clearly in dark conditions.
  • Very impolite to talk about being able to scry on people.
  • Novices have a hard time looking through multiple buildings to see someone, even if it's in the same hex.
  • Can see what is going on in other hexes
  • Touch blind spell
  • gaze attacks (eye beams; looks that kill. Does damage by looking at someone)
  • Lookmancy competes with foolmancy, it does not negate it. Veils can be pierced by a unit able to spot things that don't fit with the setting, and lookmancers are the experts of spotting inconsistencies.
    • When a foolmancer is trying to hide from a lookmancer, check the comparative levels and class. A higher class caster will always beat a lower class caster. If class is the same, check the levels of the units. Add the levels as if leadership levels, and do a combat roll. If Foolmacer wins, he stays hidden.
    • Looking for foolmancy uses twice the juice as normal. A master lookmancer can see through a novice foolmancer without spending extra juice.

Thinkamancy (fate)

You need to meet barbarian thinkamancer, touch him, this establishes a line between the two of you, then you just think hard of a mental picture of him and you can generally get his attention. arrange payment terms beforehand, like a purchase contract?
-needing to know the how of things is a trap of thinkmancy mentality.
  • Thinkagrams: speech, pictures and sounds. Relay orders.
    • Units receiving a thinkagram can tell if the thinkagram is being sent by a unit on your side, can also feel if the unit sending the thinkagram is from an allied side or not.
  • Point of contact thinkagram. Can send messages that can't be noticed by anyone (except charlie) when touching someone else.
  • In order to send a thinkagram. Thinkamancer must know the unit's side, race, class, and name. Does not work on captured units, even units
  • Thinkagrams can boost the range of a commander to see through the eyes of a sided unit with the 'share senses' special. Even works on captured units, even units that are captured by the side the thinkamancer is on.
  • thinkamancy channels work on a spectrum. Most basic is spoken verbiage without inflection. Additional ones are verbiage with inflection, aural tonality, simple image, simple motion, emotion...
  • Thought Tree/Meditation: Most basic of thinkamancy. Uses Juice in order to think greater thoughts, creating a tree of decisions.
    • Meditation is a way of calming emotions (which thinkamancers can also do). Doing this costs juice.
      • for a thinkmancer to achieve adept, must conquer base emotions, which are seen as weaker forms of thinkmancy (actually date-a-mancy). Must learn how to modify, manage, and moderate them.
      • mastery is learning how to silence the heart. Emotional resonance prevents this.
    • May also be used in order to speed up thinking process (does not grant bullet time reactions). Can think many things much more quickly.
  • Novice thinkamancers cannot send visual information at first, as this is natural foolmancy, not thinkamancy.
  • Ruler Sense. Can sense all units on a side like a ruler. Knows when they croak. Costs a minute amount of juice, which rulers have, even if they can't cast spells. If completely drained, can no longer sense units.
  • Is able to know the condition/location of any particular unit on the side. Costs extra juice.
  • suggestion spells. Casters tells the target to do something. Target's brain is more receptive this suggestion than normal. If the target's brain can justify the action, it will do it.
  • Partition thoughts (masters only). Can think several seperate things at once.
  • Loyalty/Obedience/Duty realignment. Loyalty/Obedience/Duty is natural thinkamancy, and can be altered so that your highest devotion is towards different things. This is a permanent effect. Thinkamancers use it to alter a unit so that their primary devotion is towards the advancement of thinkamancy itself. New loyalties cannot conflict too greatly with old loyalties, or else the target's devotion might shift back. Love is a common impediment to the functionality of this spell. (master class only)
    • Loyalty is also partially date-a-mancy.
    • Duty is also partially turnamancy.
    • Obedience is pure thinkamancy. Thinkamancers can relay orders from the ruler, or even simply give orders to units. Masters can also enforce certain orders on a unit that the unit must obey, forever, or be croaked.
  • Memory: Thinkamancers have eidetic memories. They can also record anything they see, and share it with others.
    • The great minds have a pool of information, recorded from their thinkamancy, that goes back to ancient times. It's the most comprehensive store of information anywhere on Erf. Only thinkamancers have access to it though.
    • Thinkamancers can also repress their personal memories permanently. Cannot erase memories, but make them inaccessible. Cannot do this to other units. Locked away aspects can be aware, or not aware of what is going on (masters only). If aware, can tell public self when it is time to let it out.
  • intuition: partial, shared with date-a-mancy. This is as close to "mind reading" as a thinkamancer gets. Can spend juice to read signamancy, usually during a thinkagram. Can gain an understanding of a person's intentions and personalities. Can gain a sort of collective knowledge by skimming the minds of all units on a side. Maggie used this to create a map of nearby nations that Parson didn't know about without having to ask everyone. This ability is considered a secret from non-thinkamancers.
    • adept thinkamancers can't intuit other units with thinkamancy. Masters can though. Can sense undercurrents of actual emotions that they try to hide.
  • Dreams: Thinkamancers generally use this time to fix all the tangles in g-strings.
    • Can lucid dream. Can learn things while lucid dreaming.
    • Can only remember a dream by casting a meditation spell. Generally not worth the juice, suggesting learning in a dream is minimal.
  • String cut: A master class thinkamancer can do this, but requires skin to skin contact and the target to be helpless (incapacitated or asleep). Can croak units that are not helpless, if caster is sided with them.

  • State 2 thinkamancy link
    • Slightly improves casting performance of other unit (doesn't work if one unit is supplying juice to cast to the other)
    • Thinkamancer can supply his juice to other caster or vice versa. Efficiency of just used in this manner is 50% normal.
    • Thinkmancer can cut his own string, when linked to a croakmancer.
  • State 3 Thinkamancy link
    • very dangerous, can kill casters. Even master class thinkamancers can die while trying to break a link. Rulers do not waste their casters on this.
    • Make enhanced golems. Making enhanced uncroaked doesn't work well (wanda considered doing this a mistake).
  • State 6 Thinkamancy link
    • Can see through bedrock.
  • STATE 7 THINKAMANCY LINK
    • Book 3 - Page 139
    • threads are moved to a single body when in a state 7. Only issac retained his string, because it was his body that was host.
    • Time dilation. One hour of link time takes place during every minute of real time.
    • Can cast collide-o-scope spell that can affect the entire hex. Foolmancy making obstacle illusions that disrupt perceptual abilities, and thinkamancy to disrupt balance. Works a lot like a bad acid trip Makes a unit unable to engage or use ranged fire or to walk. Closing eyes does not help
    • Baddies. Can mess people up that don't follow thinkmancy. Links can set up things to destroy your ability to speak, or send thinkagrams to other thinkamancers (meaning impossible to communicate to thinkamancers at all. Can also set punishments to trigger if you do X or Y.
      • First you get a warning, and a spell is placed on you that will monitor future behavior. If caster continues bad behavior, the spell activates, and caster becomes "bad". Caster can no longer talk without using thinkamancy. Caster is shunned by the great minds, and is not allowed in the MK again. If badness continues, the spell croaks the caster by unraveling her thead.
      • which comes with restrictions, and censure. If badness continues, caster can be automagically croaked.
    • String cut: A master class thinkamancer can do this, but requires touch contact and the target to be helpless (incapacitated or asleep), generally not worthwhile. However, in a state 7 link string can be cut on anyone, anywhere, on the hex.
    • String unraveling: More severe form of sting cut. Used as the method of execution for baddies that continue to be bad after being punished. Information is taken from the unraveling and sent to the great minds, along with the information of what the thinkamancer did to trigger the unraveling, and any witnesses that saw the unraveling take place.
  • STATE 8.1 THINKAMANCY LINK
    • Can force units move as they want. Forced Ivan to use juice to open the portal.
    • Can drain juice from portal base in order to refill juice. Only area where this can be done is the portal collar.
    • making a golem into the vessel for Isaac is a state 8.1 ability.
    • Was able to sense wanda looking through the eyes of Lilith in state 8.1
  • G-strings: SECRET FROM NON THINKAMANCERS
  • BADDIE Behavior: Linking with a carny. Revealing G-strings to other casters, telling anyone about suggestion spells. Delving too much into the emotional side of thinkmancy? Thinkmancy is all about purging emotions.

Foolamancy (numbers)
  • Make ranged aim at illusionary targets
  • Virtual reality. Can create a world that only the target can see. Can be limited to audio messages only that no one else can hear/intercept. However, this is a one way communication, since target can be heard normally when talking.
  • Can enter an observer state, can take no actions while in said state.
    • Can understand the most minute body/facial expressions to understand someone's emotional state, and desires. Resentment for being shot, desire to rejoin friends, reluctance to ill.
  • Alter taste (could hide poison).
  • fools can sense attention, can make noises to distract, very good at sneaking around (would have been useful a during the jail break)
  • Can forge letters (can't fake the force of an order that comes through with a forgery)
  • Hide Unit Lineup in a mass battle.
  • Can hide the location of sided units from their ruler and make the ruler they are in a different location.
  • Insight: Shared with signmancy. Understands personality through signmancy. Can figure out someone emotions by even the most minute changes in body language.
  • Lower losses.
  • Recordings. Can record, and show, anything the caster has ever seen an heard to others.
  • Can retreat all units without a rearguard. Damaged/exhausted units will not be reduced.
  • can see through the eyes of a sided unit. Jack sees the flower dreams of Jillian. This helps his efforts to communicate with her.
    • Can have a sided unit see through his eyes instead. Jack let the blinded Jillian see through his eyes.
    • Requires touch contact to make a connection, but connection will last as long as units stay within the same hex.
  • Veil (full illusion)
    • Mass veils only work in the hex a foolmancer is casting for.
    • Personal veils can work in multiple hexes?
    • Invisibility (masters only)
  • Illusions. Rather than casting on a unit to hide them, you cast on a unit in order to make them see fake images/sounds/smells.
    • Can completely disorient unit's view. Can make target think he is running in opposite direction of reality. Unlikely to work if target is simply moving in a straight line (masters only).
    • Can cast illusions on targets he cannot see. Jack knows Jillian is in the hex. He casts a illusion above her that only he and she can see, he can follow to arrive at her location.
  • Baffle (still visible but obscured; form changed somewhat, such as changing raiment; facial features)
    • Baffles can last after passing a hex boundary. Can be disrupted by damage or other things, depending on the baffle.
  • see through veil
  • see stats as if allied.
  • Hope is a form of self foolmancy, not carnymancy, because carnies are cynics.
  • Tricks fools can use while captured (magic without casting or using juice)
    • ventriloquism (masters don't need visual to send to target but must know general location; sound can't pass through solid objects), reading lips, super hearing, can cause confusion on what was said (target not sure if you said "ruin kingdom" or "run kingdom"). If someone wrote in the air, a foolmancer can know what was written by watching the motions of the hand/arm.


7. Hippiemancy (life; matter) Grand Abby
bleh
Hippymancers live in the Glade, a commune full of plants and little to no privacy.

Flower Power (erf)
  • Create gardens.
  • Can alter cities by making plants. Possibly displace buildings and roads.
  • Can grow plants. Knows what seeds will grow into.
    • Can grow a wall of plants, like a hedge.
    • Can grow plants on a floor, if there is dirt beneath the floor.
    • Needs soil (or dung) in order to grow plants.
    • There are plants that produce water.
  • Can create plants/food (less expensive to grow plants that produce food).
    • Flower+signmancy=gourmet eating (no meat though?).
    • Can create seeds, and then grow the seeds.
  • Create drugs/wine/spirits/pipe herbs. Promotes relaxation and harmony, when taking in moderation. Addictive qualities can be enhanced or minimized.
    • Know how to crush grapes into wine.
    • Other casters can make wine as well, but they tend to end up as more of a poison than wine. Gets you drunk but using it long term will eventually kill you. Takes 500-100 turns.
  • Timeout spell. Suspends a fight by freezing all units that are engaging with each other. They cannot be moved while frozen, or damaged. Can freeze 2-20 units for 1-2 minutes.
  • Increases yield rate of farms/gardens/vineyards.
  • Stop engagements (unit may not do any offensive actions or grapple. May not be attacked or grappled either?)
    • Can't be fired on by spells, or ranged weapons.
    • Mention that they can't stop bullets. Special property of gun? Shouldn't be any different, as it is a ranged weapon.
    • Can build walls to block, however, traps are probably permissible.
    • No engagement spell (masters only?). Hits all units in a hex and stops them from engaging or being engaged. Needs instrument/song (novice rhymomancy?). Can only be cast once.
      • If cast on enemy turn, lasts until start of enemy turn. Can't be renewed before spell expires. Doesn't prevent poison/charms. (what are charms?) Can still break objects (even potted plants). A lone unit could come in and set a fire?
      • If cast on side's turn, spell ends when side's turn starts again.
  • poison. Can have effects over MULTIPLE turns (Olive's drugs are like this)
    • Poison can cause PERMANENT damage that can never be healed. Charlie's incapacitation is due to this.
    • Intoxicants like alcohol are more social aspect than tactical. Can alter signmancy to keep ingesting bad food/drink.
    • Poison can be created that gives a peaceful death.
    • Sleeping poison. Can't be detected via taste. Sleeping units stay asleep until woken by a kiss. Sleeping units costs double upkeep because they cannot eat.
  • Detect Poison. Most flower power poisons can not be spotted beforehand, flower power needed. Findamancy can also be used to find nearest poison.
  • Potions. can have varied effects, efficiency from proper plant ingredients.
    • Can make a variety of effects. Alternative way for some casters to grant magic. Potions of healing are one example.
  • Pheromone plants
    • Plants can create smells that induce feelings. Olive Branch used smells to induce feelings of lust.
  • create plant golems (0 move; can lead; can heal; can't resurrect if unit dies)
    • Can make various types, including vines that entrap.
    • Can grow golems from a floor, but needs to be dirt under it.
    • Can make moving plant golems (masters only, takes movement penalties)
    • Can modify a plant golem after creating it, because plant golems, unlike others, are alive.
  • Remove magical suggestions
  • Creation of Paths. Can make a trail that can't be noticed by the survey ability. Only wide enough for 2 units, side by side, or a single large unit.
  • Masters have methods to negate damage taken from being attacked.
    • can protect vs suffocation, drowning, being digested, or being hit with arkenpliers.
  • -hippy can see emotions through life aura. Mood ring equivilant?
    -hippy: perfume has attraction pheromones.
    -poison spit. Poison took an hour+ to croak. Gradual effects. Didn't realize what was happening until dead. A crit poison. Took no damage until dead.

Signamancy (fate)
Signmancy is the magic of agreement and understanding. It matters because people agree it matters, and signmancers always know what something is. Knows temple was made by great minds, knows goals, knows abilities, personality.
Signmancy affects everything in Erfworld. Keep in mind that names, looks, and personalities, are all based around earth parallels. The mustache twirling villain is a real thing in this world, and it would be the sort of thing that a signamancer would be able to look at and intuit into knowing that this is not someone to be trusted.
-First principle of signmancy "know what it looks like". Everyone's got an apperance. While appearance not everything it's still something to help make judgements.
-signmamcy is the meaning of anything you can see.
signs will never be recieved as you intend. Reciever tells a story about you story. Sign/stage magic intersection.
-like carnies. Sign things everyone is putting on a show.
  • Increases the maximum number of buildings a city can have for its level limit.
  • Understanding: Can comprehend every language that exists on Erf.
    • Can probably understand words from earth, without explaining them in erf terms.
    • Can even understand animal languages.
    • Can cast to learn every single word a unit knows, and can further sense which words are said more often than others.
      • Units pop with a "rap sheet", which is the sum of all the words they can say.
    • Pain words. There are words that hurt to hear/say. Swears count, as do things like god and kill. It counts as a minor irritation, at most.
  • For Sale Sign: Works as a touch purchase contract. Tap the sign, smuckers are deducted, you own item. You can also tap sign to write on area, speak a message within X characters, if message is fine, say confirm, and message locks into place, and smuckers deducted. Money for the purchase can be divided between different people (allowing other sides to place items in a grand mall area and get a cut of the profits. For sale sign disappears after purchase.
  • Insight: Shared with foolmancy (primarily signmancy). Understands personality through signmancy. Can figure out someone emotions by even the most minute changes in body language.
    • Signmancy affects everything in Erfworld. Keep in mind that names, looks, and personalities, are all based around earth parallels. The mustache twirling villain is a real thing in this world, and it would be the sort of thing that a signamancer would be able to look at and intuit into knowing that this is not someone to be trusted.
  • Can alter livery of units, statues, pictures
    • Altering Livery for units can hide a unit's true side from non commanders, or from any unit, after croaking.
  • Can figure out enemy specials (and stats?) by the signamancy
  • Creates binding contracts that impose penalties for breaking them (normal contracts do not impose penalties).
    • When smuckers cannot cover contract violation, beneficiary does a "cast claim" in order to send what he feels it correct compensation. Other party accepts or sends counterclaim. If no agreement, both parties go into binding arbitration of how to settle remaining debt.
    • Can also create blank contracts that anyone can write the terms for (this is generally not advised due to the possibilities of loopholes).
    • Confidentiality agreements (contracts). Restricts your ability to share information. Permanent effect. Can, instead, set a penalty of money for disclosing information, while the contract is in effect.
    • Like any other contract, if both sides agree, the contract can be canceled.
  • disguises
    • Make up. Can hide signmancy by 1 level of deterioration.
    • Can help cities blend into terrain, needs flour power for effective disguise. Level 1 cities only. Makes city hidden from survey ability.
  • Can use juice to perfectly recall anything that was read.
    • can also use it to compare signage of one object with anything else the caster has ever seen.
  • Improved sight/hearing (not as good as eyemancers but very good). Can read lips.
  • Can hide things in plain sight.
    • The Stash: A signmancy/date-a-mancy master can hide a single object under his nose. It is impossible for anyone else to notice this object while hidden.
  • Cosmetic spells (shared with carnymancy?)
  • Alter city to pop different units. Must study a capital for a day, wandering around the entire area, in order to replicate it. Masters can copy from studying any city.
  • Book Publishing (also costs considerable smuckers).
    • A published book will forever enter into Erf, and has a chance of randomly popping up, any time a library is created.
    • Some books ban be permanently added to a side. They will pop up in the same areas that scripture books appear.
  • Encryption: Books can be encrypted, so that only certain people can read/write in them.
  • Gang signs. Language using hand signals that only master signmancers can understand.
    • Hand signs are a more common form.
  • Negation signs. Imposes restrictions on actions. "can't attack with a sword." "No talking without raising hand" Single target casting. Can be resisted.
    • Can be cast in rooms too. "Must whisper when talking" for libraries. "No drawing weapons" in a negotiation room.
    • Pinky swears are a natural form of negation magic. Limit is an action. Works like "I will not talk about secrets (unless I am whispering)." The person that casts the swear sets the condition to talk, but the one making the promise doesn't know what it is, but experimentation can find out. Also may have other limits, such as: can't be cast on an unwilling party; can't last longer than a week without renewing; can't pinkie swear to more than one thing at a time.
  • Tattoos/permanent face paint


Date-a-mancy (numbers)
Magic of giving orders? Possibly because leadership, plus command makes Datas in charge while in a stack?

This magic knows that almost everyone deserves to be called a hero

  • It's easier to cast with touch contact.
  • leadership
  • battle stack bonuses
    • Golems in a max stack sometimes reflect the emotions of the commanders of the stack with their actions, assuming they are not currently under orders (commander feels upset about a death of the stack, causing the golem to look down at the corpse, seemingly mourning the loss).
  • loyalty covers personal feelings towards units, sides, and things.
    • Loyalty is also partially thinkamancy.
    • Love is pure date side of loyalty. No real spells to make people fall in and out of love. Actions can be manipulative to inspire love though. Maybe an understanding of what actions can increase someone affection for you? Things like how you dress, how you talk, topics to discuss...
  • MOVE: Noah specificially said turnmancers tame ferrals. He just makes them friendly. taming ferals (turns enemy sided beasts too?)
    • Taming is largely about making a beast like you enough to join your side, rather than forcing them to turn.
    • Can make ferals friendly, without taming.
      • Can make ferals friendly with each other.
      • Can also make insects friendly
      • Ferals will generally fall back to normal behavior when caster is not in the same hex. Commands generally limited to protect/kill/ follow.
      • Friendly ferals can move you off turn.
    • Can sense what beasts want (underlying feelings). Noah senses jaguar wants to hunt the bird. Predators live for the thrill of the hunt.
    • Can make animals relive good/bad memories, can talk animals into deciding that their need to live is less important than someone else's need to eat. that protecting someone is more important than keeping safe.
    • Can put beasts to sleep.
    • Can call beasts from a distance.
    • Can get beasts to not want to attack, or feel guilty for attacking.
  • Intuition: Shared, somewhat, with thinkamancy (mostly date-a-mancy). Intuition is the resonance empathy with others, to be able to feel their emotional state, rather than guessing it. of are better than foolmancers at figuring out someone's true feelings, no matter how well hidden.
  • Knows exact stats/bonuses?
  • Can see combat pairings that give a benefit to his side.
  • can mess up how units pair? Signamancy can make allied units attack each other Foolmancy makes unaligned units attack each other, or the air.
  • Cancel warlord leadership?
  • maybe datamancy only works on a tactical level? The Datamancy hats works like luck and leadership bonus (data is leadership, hmm).
  • HEART STRINGS: These are threads of emotional data that are senses via intuition. Allows caster to FEEL the emotional states of others. Actually feel the sensations, understand the headspace, and see the connections. There are no barriers to this. Able to guess behaviors from looking at the bonds, cannot change bonds with people. Janice can feel the love maggie has for Parson, and sees their connection with each other.
    • can be formed as a one way connection, just by watching someone that doesn't notice you.
    • can use juice to sense the feelings of anyone you have a heartstring with in the hex. Can do this beyond the hex for the person you love the most (other person must feel the same).


8. Naughtymancy (motion; matter) Cryptkeeper?
bleh

Shockmancy (erf)

Shockmancy is juice.
  • shooting electricity
    • Instant croak blast
    • point defense blasts
  • Natural immunity to shocks (not transferable)
  • Power up tower defenses
  • stun multiple units
  • Restores caster juice (master)
  • Blast through shock immunity (master)
  • Elemental attacks. Lighting most common but fire, ice, etc. can be covered in this dicipline.
    • Infantry can light fires with natural shockmancy.

Croakamancy (fate)
  • "Uncroaking" means making a flesh golem out of a formerly living unit. Can turn medium/small infantry into uncroaked (can lead).
    • Uncroaked last inbetween 1-100 turns? Perfectly uncroaked unit has a fair amount of skull showing by 40 turns.
    • Uncroaked keep a portion of the damage they had when croaked. Magic is used to bypass broken bones to make them work as they are supposed to but a severed limb needs more advanced croakamancy to restore. Uncroaked are restored to original condition (plus come deterioration) at start of turn, however.
    • Uncroaked warlords: You give them orders to go out to the field. When they give orders, they'd be issuing kinda 'echoed' orders to their units. They don't know what they are doing, so you have to tell them what to do very carefully (not unlike computer programing 'if X do Y, else do Z", or else they will screw up.
      • Example: Warlords told to order crap golem to explode when outnumbered, but didn't specify threat level of units that outnumbered. Even if harmless units appear, will still cause explosion.
  • Knows when a unit dies in the same hex
  • Dancefighting (master only/ uncroaked only)
  • Can issue orders that will remain, even after the croakmancer dies.
  • Deterioriation sense.
    • Can sense killing intent?
    • Can sense signmancy deterioration.
    • Can sense hunger/thirst.
  • Corpse sense. Can sense every single uncroakable unit in the same hex.
    • Croakmancy knows how unit died. Requires touch contact.
  • Body sense. Has an acute awareness of the body, how it functions, how it feels.
  • Self Sacrifice. Willingness to die in order to achieve your goals gives you a dark power.
    • Actually dying for your goals creates your own luck golem that will keep going after the target you tried to destroy. Less powerful than the fate golems, but will make your way forward harder than it would have been.
    • just dying isn't enough, suicide from depression holds no power. If there is no willingness to die/live for a side that you are sacrificing for, there is no power.
  • -level 1 novice croak: -uncroak warlord to half levels, lasts for 10-12 turns. Uncroak several units with weaker effects.
    • - attempt to uncroak 65 units, but units weak and only last a turn.
    • poison croaked warlord brought back almost perfectly by level 3 novice croaked using rhyme.
  • A good uncroak can last dozens of turns, and start off almost as good as when alive.
  • Croaksense: Can sense every uncroaked unit dying in the hex. Possibly also every unit on the entire side.
  • minimize decay rate of uncroaked by casting on units every day

Retconjuration (numbers)
Does not exist. No caster is allowed this magic.


9. Stagemancy (life; motion; matter) Magician? Ringmaster?
bleh
Magic of the narrative. Self stagemancy is making both the narrative framework, and filling in the details yourself.
signs will never be recieved as you intend. Reciever tells a story about you story. Sign/stage magic intersection.


Hat Magic (erf)
  • Hats are the item that can be given the most magical effects. A hat made by a master hatter can simultaniously send messages, and protect from ranged/fire/shock/gas, and more. (maximum 8 effects?)
  • Natural hat magic. Hats stick in place when put on.
  • Hats that have special properties. Hat magic can create the most magical bonuses/effects of any magical item.
    • Sending hat (send messages); Crash hat (negates damage from one fall); Storage hat (can hold things); thinking cap (blocks fool/thinkmancy)
    • conjuration hat (creates small items; tiny beasts)- This hat can also fling summoned objects as projectiles. Can fling multiple projectiles in a turn. This is the only offensive hat magic spell.
    • Immune hats (masters only. Can stop all damage from a single type)
    • hard hat (protects from cave ins)
    • Abjure/conjure hat, armor 1 messages need wand to send?
  • Hat magic can apparently create golems. Jetstone caster made golems from hat to attack? Can make flying golems?
    • "when a dirt or doll or hat or what have you, got better at making golems" page 129 book 4
  • Hats can be used to animate statues into a golem (including snowmen. Frosty the Snowman). Unit will be less capable than a normal golem, perhaps non combat.

Carnymancy (fate)

Carny senses can feel belief in him. All abilities/spells require touch contact to work. Spells can be resisted if target assumes carnie is lying.
Natural tricksters. Generally selfishly orientated. Common trick is to act pitiful to get stuff, and then betray when no one notices. Punk elves act like they don't care in order to make people think they are hurting and afraid to care, but they just don't care.
Carnies think everyone is putting on a show.
  • Magic of belief. Can figure out what you think is true. Can make you think something else is true instead.
    • Carnies cannot carny themselves, because they know that their magic is just a bag of tricks. Ultimate cynics.
    • Carnies get belief by fitting the facts you know into a storyline and embellishing it for drama giving a framework. The audience then fills in the details for you. They more they buy it, the greater the belief.
  • Rule Break: most common spell in Carnymancy. Lets you break one rule, for one turn, for one unit
    • backer story digdug 9. Talks about carny magic. High card win card game. Every player makes an additional rule that applies to everyone. Dealer represents carny magic. Dealer breaks the rule for the player that made a rule, but not for anyone else.
    • Cannot be hit by any ranged attack. This didn't make unit immune to damage, but destroyed ranged attacks that were about to hit (6 arrows exploded simultaneously on contact with king). Dirt can make a lightning trap in a hex with no lighting, by drawing the lighting from a nearby rainy hex (can't be used to charge the tower though, unlike if it was a proper lighting rod trap).
  • Can make people believe a lie he is told. Muddles memories.
    • This can work vs the audit spell. Cast on king. He now believes that he spent X. When audit spell is cast, it believes the false memories of king.
    • This is also done with the papers sent to moneymancer that audits them. Cast on king so that he believes the expenses he puts down.
  • Has a sense that can tell what someone is going to say before he says it
  • Carnying can also be called hacks or mods.
  • Carny magic does not give you a special. You cannot shoot a bow, it lets you break rules. Such as you don't take falling damage.
    • May work like a marble phantasm, but not like a reality marble. If target can believe it possible, carny magic can work. Impossible things remain impossible though.
    • Carnies cannot cast most spells on themselves. Carny magic works via belief. Carnies know they are tricksters and are too cynical to believe their own talk. Making a trade can still work, as do spells that don't affect the carny personally, such as reading tarot cards.
  • Talking about carny magic Book 3 - Page 87
  • Casting Fortune/Tarot cards. Gives vague impressions of likely future events.
  • Can increase volume of voice to be heard over the the entire portal park.
  • Can make it possible for a non caster to join a thinkmancer link.
  • Carny magic grants wishes, gives "superpowers"
  • Carnies are always putting on a show, consider everyone a sucker, very PT Barnemsque. Carny sense tells him that the predicticamancer was waiting for him to ask a about digging through bedrock just before he asked it.
  • Guns are dollmancy/carnymagic equip. Dollmancy can create guns but requires a gun special to operate. Carny can break the guns so anyone can use it.
    • what is difference between guns and zap guns?
  • Breaks rules. Cannot work unless there is a rule to break.
    • Carny must be a stronger caster in order to break the rule of a different caster. An adept carny cannot make himself immune to a master shock-o-mancer.
    • Can prevent death due to critical incapacitation for one turn (can be recast)
    • Break rule that a dirtmancer must be in a rain hex to make a lighting rod trap. Resulting trap can not charge tower. Only works for attacking enemies.
  • Touch contact to cast spell.
  • Allows non casters to cast (use items and magical devices. You don't get just just from breaking a no caster rule)
    • Doesn't allow casters to change what they can cast, because any caster can, in theory, cast any spell.
  • Allows you to do something despite not having a special (works a lot like weirdmancy).
  • Can allow tribes with racial hatred of each other to join the same side.
  • Can make you immune to X thing.
  • Carny shortcut: carnies are always looking for a cheat. Maybe wishes are also a form of shortcut?
  • When someone has been carnied, only specialized casters can tell. Dollmancers can tell if an item has been carnied. A thinkamancer/healmancer/hippy can tell if a unit has been carnied. A wierdmancer can tell if a carnie has given a "special" to a unit.
  • carny invisibility works by repelling attention. Works like a "somebody else's problem field" from Hitchhikers Guide to the Galaxy.
  • g-strings: They are belief. The self existing as idea of self. This makes them changable, as opposed to the immutable thing thinkmancers believe them to be.
  • Life Trade. When a unit is in a terminal decline, can keep a unit alive by adding a qualifier (you are to die from fire damage, a qualifier is added so that you also have to die from from your own actions. Eventually, you become reckless and order a fire set that kills you). Target may, or may not, fully heal after a successful casting. Can take multiple attempts. Dice become rigged for the unit, but everyone else on the side has terrible luck to compensate. May only cast this for 1 unit on a side. Trying to help another unit will always fail.
  • When someone wants to do two things, can be carnyed in order to fully commit to one over the other.
  • Code of Carnies:
    • Don't let anyone know the carny truths of the world.
    • Aways get paid.

Rhyme-o-mancy (numbers)
  • dance fighting
  • Rhymes work as several verses, and can more easily be interrupted than other spells.
  • Can create an epic poem about chief warlord. 20 days casting make a permanent +1 side wide bonus, for as long as warlord stays as chief. Masters can do it from rumor and reputation alone, but at Dylan's low level of mastery, he just couldn't do it without spending some time with the Chief and understanding his subject.
  • Rain dance (makes hex into a rain hex for a turn)
  • Rhymes can be cast by any unit, including non casters.
    • settle the mind. Helps focus casting. Warlords use for leadership/morale/focus/dance fighting/spot checks./etc.
    • rhymes can give a bonus while casting, or a penalty, if you fail the roll.
  • -using the same rhymes to often during a period of time will reduce the effect.
    -rhyme can create music
    -rhyme can sort the maliciously false information from the maliciously true.
    -Rhyme-o-mancy was Stagemancy, performance magic. A Rhyme-o-mancer could boost or diminish the performance of almost anybody. Whatever a unit did, he could help steer them toward the higher or lower end of their range of potential effect. Works better when you know what a unit is capable of.
    -rhyme senses include being able to sense someone's true inner nature. Learning inner nature helps boost performance. Doesn't cost juice.


10. Clevermancy (none) Surgeon General? Chair of Fed?
bleh

Luckamancy (erf)
Luckmancy increases the chances of a good dice roll, but causes other units to become unlucky. Because of this, luck casting can cause duty issues, since it seems like being disloyal having your crew cursed, Comes across as fratricide. Luckmancers generally don't like to admit that they cause bad luck when they cast.
  • automatic hit
  • automatic dodge/miss
  • automatic crit
  • Boost: makes hits/dodges/crits more likely.
  • Luckmancy reserve (force allied units to die, in order to protect others/crit enemies)
  • boost/jinx units, battles, and sides. Predict can tell which units to bless. Must be a way for luckmancers to know all the units he can affect.
    • Killing someone with a luckmancy reserve doesn't count as your kill, unless you physically do it yourself, if you luck someone else into croaking an enemy, that unit gets the exp.
    • luckmancy can curse you but it doesn't add to a luckmancy reserve
    • luckmancy reserve can only gain points form something that would have been a hit. Luckmancy works after roll is done.
  • Doesn't create good luck, it steals it. Switches numbers around, good luck must have bad luck. Good luck battles must have bad luck battles.
  • Seems able find indications that enemies are planning to betray (not sure how that would work). Can't say when, however.
  • can affect damage (probably because intended to roll dice for dmg. maybe luck boosts the raw stat, rather than boost rolls) Can affect enemy defense roll instead.
  • can increase fall damage chance. Can increase 1 aspect for both sides, can benefit since less falling on side.
  • can affect damage (probably because intended to roll dice for dmg. maybe luck boosts the raw stat, rather than boost rolls) Can affect enemy defense roll instead.
  • -luckmancy can aid in turning? probably only worked because it was turning to a new side though.
    -the luckmancy reserve can give a luck boost that makes you super lucky for the day, probably causes bad luck to sided units in compensation though.
  • DOUBLE EAGLE LUCK RESERVE: the luck allowed the crew to win the dice game, but killed him as well. Dice, even for stakes doesn't work super well. On the other hand, it came back to make Forecastle live up to the bet he made, so maybe it mattered.

Healomancy (fate)
  • heal hit points
  • Cure status effects
    • Cures Blindness
    • Can't cure poison damage. Limited utility against environmental damage. May be harder to protect heavies.
  • repairs clothing
    • armour and weapons as well? Must be damaged, rather than broken.
  • Creates flesh golems. Made from LIVING units, must use at least 3 for a golem. Minds are destroyed by process. (can lead)


Moneymancy (numbers)
  • Increase city smucker production. Must be in city to increase production.
  • Interest rate on smuckers on hand
  • Can use juice to maintain city infrastructure/traps (on city sites ONLY).
  • Audit spell. Spell that knows every single smucker transaction a different side makes (always knows all transactions for own side). Touch contact with ruler needed. Creates a book that will list every transaction the ruler has made. Less juice if you have a blank book?
    • Can also be cast on papers sent to caster. Can tell if listed expenditures match current treasury total. Can only get a sense of vague wrongness if funds are spent differently than stated. For details, needs to cast directly on ruler.
  • Creates gems from smuckers.
    • A gem can act as a portable treasury in the case of a lost capital (or even if all cities are lost).
      • Caster can hold gems instead of ruler at start of turn to supply upkeep for side.
  • Can create precious metals from smuckers.
    • Metals can not hold as many smuckers as gems?
  • Moneymancers sense the general location of fugitives. Will also know exact location whenever a unit is captured. Can disband prisoners/fugitives.
  • Can use juice to pay for upkeep. Can pay entire upkeep by spending juice (upkeep normally doubles if unit is unable to eat).
  • Moneymancers instinctively hate loss (of smuckers, primarily).
  • Instant recall of any expense/gain that goes through the treasury. Can instantly recall any individual event.
  • Knows exact smucker cost of spells. Not sure how spells convert into smuckers though.
  • Creates golems from gems? (can lead; can heal; can resurrect dead golems if damage is not too severe, maybe a max of around -2 hits)
  • Knows how much a purse holds, can tell what a treasury by looking at a treasury connected to one.
  • Can promote units by using juice instead of money.
  • Disbanding is natural moneymancy (rather, a lack of it) Forcefully disbanding a unit refunds that unit's daily upkeep.
  • Can tell the status of cities, like a ruler can. Will know if a city is damaged, or not being managed.
  • Knows all units that pop in all cities.
  • Treasury/unit thread sense: Gains knowledge of the numbers, and locations, of all units being supplied by the treasury at the start of every turn. This includes natural allies, prisoners, and barbarians. This happens even if a unit has 0 upkeep cost for the turn.
    • Jailing is natural moneymancy.



Sample Combat
What's our current Goal?
We're tackling this in discrete phases. All of 2017 is dedicated to working out stack battles.
By the end of the year, we aim to have a complete rule system to model stack-on-stack combat. We're going to start with the fundamentals (two stabbers meet two pikers in the field) and build up to the complex cases (a Level 5 warlord is leading a stack with a Level 1 mounted warlord, who is screening for a caster throwing Shockmancy, while receiving cover fire from nearby non-stacked archers, etc.)
We will be using the Gametable application on Erfworld.com as our main tool for testing and development. The current version is okay for defining sets of dice, and pretty good at letting multiple people see the same tabletop surface in their browser. This should be a good way to start talking in realtime about systems and approaches.
In 2018, we'll begin the next major phase. We will apply this combat system to allow you to battle the units you have collected on your user profile. (More about that as we roll out the unit collection system later this year.)
Final Example
(a Level 5 warlord is leading a stack with a Level 1 mounted warlord, who is screening for a caster throwing Shockmancy, while receiving cover fire from nearby non-stacked archers, etc.)
Western Giant Warlord (+4ldr; +7stk) Rank: 2
Level: 4 Experience: 0 (0/12)/8
Upkeep: 140$ Type: infantry
Size: large Weight: heavy
Terrain: land (mountain capable)
Combat: 17 (6 +4 ldr +7 stack)
Damage: 16 Cap: 15/3 (+1 ldr stack)
Reach: 10' Weaponry: club/melee/normal
Defense: 17 (6 +4 ldr +7 stack)
Dodge: -2
Hits: 13/13 Move: 10
Special: batting-short range (50'*4, combat-1) (tribal), command, leadership, receive senses, adv. initiative
Note: scout/promotion/share senses are free for tribes
Noble Warlord (+5 ldr; +6 stk) Rank: 2
Level: 5 Experience: 0 (0/6)/16
Upkeep: 80$ Type: infantry
Size: medium Weight: light
Terrain: land
Combat: 17 (6 +5 ldr +6 stack)
Damage: 9 Cap: 8/1 (+1 ldr stk)
Reach: 5' Weaponry: spear/melee/long
Defense: 17 (6 +5 ldr +6 stack)
Dodge: 0
Hits: 7/7 Move: 9
Special: Scout, Command, Leadership, purse, mountain capable
Marbit Warlord (+5 ldr; +6 stk) Rank: 2
Level: 1 Experience: 0 (0/6)/8
Upkeep: 20$ Type: infantry
Size: medium Weight: light
Terrain: land
Combat: 14 (3 +5 ldr +6 stack)
Damage: 7 Cap: 6/1 (+1 ldr stack)
Reach: 5' Weaponry: shovel/melee/normal
Defense: 14 (3 +5 ldr +6 stack)
Dodge: +1
Hits: 3/3 Move: 8
Special: +2 cbt/def when underground (tribal), Command, Leadership, advanced initiative, dig.
Note: Scout/promotion/share senses are free for tribes.
Noble Caster (shock) (+5 ldr; +6 stk) Rank: 2
Level: 3 (adept) Experience: 0 (0/6)/16
Upkeep: 100$ Type: infantry
Size: medium Weight: light
Terrain: land
Combat: 13 (2 +5 ldr +6 stack)
Damage: 1 Cap: 1/0 (+1 ldr stk)
Reach: 5' Weaponry: fist/melee/short
Defense: 12 (2 +5 ldr +6 stack -1 unarmoured)
Dodge: 0
Hits: 6/6 Move: 9
Special: Scout, Command, Casting (shockomancy), purse, etiquette
Western Giant Batter (+4 ldr; +7 stk) Rank: 1
Level: 1 Experience: 0 (0/12)/1
Upkeep: 40$ Type: Infantry
Size: large Weight: heavy
Terrain: land (mountain capable)
Combat: 16 (5 +4 ldr +7 stack)
Damage: 15 Cap: 15/3 (+1 ldr stk)
Range: 10'; Weaponry: club/melee/medium
Defense: 16 (5 +4 ldr +7 stack)
Dodge: -2
Hits: 12/12 Move: 10
Special: batting- short range combat, 50'*4, -1 cbt (tribal)
Note: Scout/promotion/share senses are free for tribes; mountain capable (tribal; trades general terrain bonus)
Medium Knight (+5 ldr; +6 stk) Rank: 1
Level: 1 Experience: 0/8
Upkeep: 20$ Type: infantry
Size: medium Weight: light
Terrain: land
Combat: 15 (4 +5 ldr +6 stack)
Damage: 7 Cap: 8/1 (+1 ldr stk)
Reach: 5' Weaponry: sword/melee/medium
Defense: 15 (4 +5 ldr +6 stack)
Dodge: 0
Hits: 6/6 Move: 8
Special: scout, adv. initiative, power strike (+1 dmg vs hvy)
Yellow Dwagon (+4 ldr; +7 stk) Rank: 3
Level: 1 Experience: 0 (0/12)/1
Upkeep: 300$ Type: beast
Size: huge Weight: heavy
Terrain: sky
Combat: 19 (8 +4 ldr +7 stack)
Damage: 18 Cap: 30/6 (+1 ldr stk)
Range: 10' Weaponry: bite/melee/short
Defense: 19 (8 +4 ldr +7 stack)
Dodge: -4
Hits: 36/36 Move: 51 (34 +50%)
Special: Random special*2 (acid breath [4 dmg, area atk, hits 2 hexes], acid immunity), speed increase
Sourmander (+5 ldr; +6 stk) Rank: 1
Level: 1 Experience: 0 (0/12)/8
Upkeep: 40$ Type: Beast
Size: large Weight: heavy
Terrain: land; underground capable
Combat: 16 (5 +5 ldr +6 stack)
Damage: 15 Cap: 15/3 (+1 ldr stk)
Range: 5' Weaponry: bite/melee/short
Defense: 16 (5 +5 ldr +6 stack)
Dodge: -2
Hits: 12/12 Move: 12
Special: spit (long melee reach [15'], blinds on successful hit)
Marbit Crossbowman (+2 CW) Rank: 1
Level: 1 Experience: 0 (0/6)/8
Upkeep: 4$ Type: infantry
Size: medium Weight: light
Terrain: land
Combat: 3 (1 +2 CW)
Damage: 2 Cap: 3 (+ldr[0])
Range: 75' *10 Weaponry: crossbow/ranged/long
Defense: 3 (1 +2 CW)
Dodge: +1
Hits: 3/3 Move: 6
Special: +2 cbt/def when underground (tribal), rapid reload (can fire every round)
Note: scout, promotion, and share senses are standard specials for tribes.
A level 5 mountaineer warlord is leading a max stack of knights mounted on sourmanders up a rocky sloping terrain. On one of the mounts is a level 1 marbit warlord who is sitting with the Side's shockomancer. Having the shockomancer pushes the stack 1 over the max, but it was felt that he should stick with the warlord. The rest of the hex's column is a ways away, and the only units in combat range is a squad of 20 marbit crossbowmen.
They are suddenly ambushed by a level 3 Western Giants warlord with his tribe and a tamed dwagon.
Blue: warlord (lv 5); marbit warlord (lv 1); shockomancer (level 3); 6 knights (lv 1); 8 sourmanders (lv 1); 20 marbit crossbowmen; +2 CWB
Green: western giant warlord (lv 4); 6 western giant batters (lv 1); yellow dwagon (lv 1)

1. State of units
Green
is surprised; Blue is prepared
Green: 2 stacks;

  1. front-line (6 mounted knights); mid-line (mounted lv 5 warlord); rear-line (marbit warlord; caster; both mounted on same mount)
  2. 20 marbit crossbowmen
Blue: 1 stack;
  1. front-line (6 giants; dwagon); rear-line (warlord)

2. Determine initiative
Green's
it's a hill terrain, but warlord is a mountaineer, therefore all units in his personal stack suffer no penalty to move. Rider special means all units that are riding a mount do not have their move counted for determining initiative. Lowest move is sourmander with 12 move +leadership (+5). Total is 17 initiative.
Marbit crossbowmen have a move of 6, Mountainous terrain gives a -2 to move. Lowest move is 4. Total is 4 initiative.
Blue's Western giants have mountain capable as a tribal trait, and have no move reduction. Lowest move is 10 + 4 leadership +5 advanced initiative, which the warlord can grant to all units that are in his personal stack. Total is 19 initiative.
Green Blue Blue has the initiative over Green.

3. Determine combat Pairings
Blue
is ambushing Green. Ambush is lead by a warlord. Therefore Blue will pick every initial combat pairing.

  • Giant#1 fights knight#1 (screened by mount)
  • Giant#2 fights knight#2 (screened by mount)
  • Giant#3 fights knight#3 (screened by mount)
  • Giant#4 fights knight#4 (screened by mount)
  • Giant#5 fights knight#5 (screened by mount)
  • Giant#6 fights knight#6 (screened by mount)
  • Giant Warlord attacks Human Warlord. Level 5 warlord is on the mid-line, and cannot be attacked in the first combat round by melee, so warlord uses batting special to launch a ranged attack instead -1 combat. +2 defense for knight due to mid-line protection (screened by mount) .
  • Dwagon attacks caster. Dwagon is a flier so he can attack caster directly. Marbit warlord and sourmander mounts both screen for caster, since they are not under attack.
Giant#1
Hits:
12/12
Sourmander#1 (screening)
Hits:
12/12
Giant#2
Hits:
12/12
Sourmander#2 (screening)
Hits:
12/12
Giant#3
Hits:
12/12
Sourmander#3 (screening)
Hits:
12/12
Giant#4
Hits:
12/12
Sourmander#4 (screening)
Hits:
12/12
Giant#5
Hits:
12/12
Sourmander#5 (screening)
Hits:
12/12
Giant#6
Hits:
12/12
Sourmander#6 (screening)
Hits:
12/12
Giant Warlord
Hits:
12/12
Sourmander#7 (screening)
Hits:
12/12
Yellow Dwagon
Hits:
30/30
Marbit Warlord; Sourmander#8 (screening)
Hits:
12/12

4. Ambush/Ranged Combat
Ambush round may not take place, because Green has a mountain warlord that is higher level than any of the Western Giants. This allowed him to notice the attack moments before it took place.

5. Initiative round

  • Blue has the initiative over Green.
  • Giant batters have 16 combat and do 15 damage; sourmanders have 16 defense and have 2 DR. Damage done is 13, which is a 1 hit kill.
  • Giant Warlord has 17 combat and does 16 damage (+1 leadership stack bonus to damage) sourmander has 16 defense and 2 DR. Damage is 14.
  • Dwagon does a breath attack, it covers 2 hexes, does 4 damage, and destroys 1 DR per hit. This attack can not be defended against.
  • Green and Bluerolls 7d10. Sourmander#1,#2 defend but #3,#4,#5,#6 do not. Furthermore, sourmander#6 fails by more than 5 and the attack breaks through the screen to hit the knight. Sourmander#7 (warlord's mount) defends as well.
    • Giant#3,#4,#5,#6 hit, cleave special activates. Giant#3,#4,#5 must attack Knight#3,#4,#5 as they were the original targets. Giant#6 may pick a new target. Aims for warlord, but a unit can't hit a target on mid-line if reach is the same as his. May not change attack to his ranged attack instead. Cleave is melee only. Targets Sourmancer#6 instead.
    • Knights are prone from losing their mounts. -1/2 defense (round up). Knights current defense is 15 -1/2= 8.
    • Players roll 4d10. Knights#4,#5 hit, knight#3/sourmander 2 defend.
  • Dwagon breaths acid, which does 4 hits of damage. Marbit warlord and sourmander screen for caster, who is uninjured. Warlord dies, while sourmander loses 2 hits and loses 1 DR.
  • Sourmanders #3,#4,#5, knight#4,#5,#6, and marbit warlord die. Sourmander#8 has 10/12 hits.
Giant#1
Hits:
12/12
Sourmander#1; Knight#1
Hits:
12/12; 6/6
Giant#2
Hits:
12/12
Sourmander#2; knight#2
Hits:
12/12; 6/6
Giant#3
Hits:
12/12
Sourmander#3 (screening)
Hits:
-1/12
Giant#4
Hits:
12/12
Sourmander#4; knight#4
Hits:
-1/12; -1/6
Giant#5
Hits:
12/12
Sourmander#5; knight#5
Hits:
-1/12; -1/6
Giant#6
Hits:
12/12
Knight#6 (screen pierced)
Hits:
-1/6
Giant Warlord
Hits:
12/12
Sourmander#7 (screening)
Hits:
12/12
Yellow Dwagon
Hits:
30/30
Marbit Warlord; Sourmander#8 (screening)
Hits:
-1/3; 10/12, -1 DR
Warlord orders crossbowmen to attack the dwagon. Which will take effect next turn.
All giants are in cooldown mode now, so no new pairings this turn.
Warlord declares Giant#5 a target for a spit attack. Mid line units can attack any 1 unit on the enemy front line as long as he has a longer reach (minimum 10').
6. Begin normal combat. Round 1:

  • Blue's heavies have just attacked, and may not attack again this round.
  • Warlord has a 10' reach, but heavies also have a 10' reach, so he can't reach them.
  • Knight#1/Sourmander#1 attack Giant#1. Knight#2/Sourmander#2 attack Giant#2. Knight#3's mount has died, and he must take 1 turn to recover. Sourmander#6 attacks Giant#6. Sourmander#8 cannot reach dwagon. Caster attacks dwagon with spell. 20 marbits attack dwagon. Warlord has his sourmander do a spit attack (reach 15') on giant#5 (reach 10'). Since sourmander has a longer reach, he can attack the frontline giant from the mid-line.
  • Knights have 15 combat 8 dmg +1 power strike), sourmanders have 16 combat (15 dmg); giants have 16 defense. Giants #1,#2 have -2 defense vs knights. Giants #1,#2 have -1 combat for being outnumbered.
  • caster casts shockomancy on dwagon. Has fixed combat of 20 and damage of 10.
  • all 20 marbits fire on dwagon. Dwagons are three sizes larger, swarm rules apply. Marbits attack in groups of 10, and roll 1 dice for each group. Damage is divided by 1/3 instead of 1/2 (round down). Marbits have a combat of 3, so they do damage of 1. Dwagon has a defense of 19 but -1/2 current defense (round up) vs. ranged attacks, so 10 defense.
  • Players roll 9d10
  • Sourmander#1,#7, knight#1,#2, marbit group#1,#2; caster hits. Giant#1 dies, Giant#2 takes 9 damage, Giant#5 is blinded (1/2 cbt/def), dwagon takes 11 damage (10 from shockomancer, -1 dr = 9; marbits do 1 damage each, which is absorbed by dwagon's 1 dr, but 10 hits mean a 100% chance of doing 1 damage).
  • Sourmander#1 has killed, so cleave activates. He attacks Giant#2. Hits. Giant#2 is dead.
  • Giant#1,#2 are dead; Giant#5 is blind; dwagon has 19 hits left.

Giant#1
Hits:
-1/12
Sourmander#1; Knight#1
Hits:
12/12; 6/6
Giant#2
Hits:
-1/12
Sourmander#2; Knight#2
Hits:
12/12; 6/6
Giant#3
Hits:
12/12
Knight#3
Hits:
6/6
Giant#4
Hits:
12/12
none
Hits:
0
Giant#5 (blinded -1/2 current cbt/def)
Hits:
12/12
sourmander#7
Hits:
12/12
Giant#6
Hits:
12/12
Sourmander#6
Hits:
12/12
Giant Warlord
Hits:
12/12
Sourmander#7 (screening)
Hits:
12/12
Yellow Dwagon
Hits:
19/30
Caster; sourmander; 20 marbit crossbows
Hits:
6/6; 3/3(*20)
Knight/Sourmander#1,#2 are not fighting anyone. Blue has the initiative, and does the first pairing. He pairs Knight/Sour#1 with Giant#4, since warlord is protected. Green pairs Knight/Sour#2 with Giant#5.
Warlord considers changing marbit target to giant's so that they don't have the swarm penalty, but giants have 2 DR, and marbits can only do 2 damage, so the amount of damage remains the same.
Round 2:

  • sourmanders have just attacked, and may not attack again this round. They may still screen, however.
  • Giant#4 fights knight#1 (knight decides to fight, therefore, sour cannot screen), Giant#5 can't aim the smaller knight target while blinded, and attacks sour#2 while being attacked by knight#2; giant#3 fights knight#3; giant#6 attacks sour#6; giant warlord bats another stone at warlord (sour screens, which means he cannot do a melee attack this round. Spit counts as melee), dwagon breaths acid on caster, AND sourmander#8. Caster and marbits fire on dwagon.
  • players roll dice. Giant#4 hits knight#1. Giant#5 misses Sour#2, and is hit by Knight#2. Knight#3 hits giant#3. Giant#6 hits sour#6. Giant Warlord wins roll by more than 5 points, bypasses sour screen. Hits warlord. Dwagon breaths acid and burns caster/sourmander#8. Caster casts a double shockmancy blast (two seperate attacks at 20 combat 10 damage; must both be against same target) and hits for 18 damage. Marbit crossbows continue to be lucky, and both stacks hit and do 2 more damage. Dwagon is at 0 hits and collapses.
  • With the warlord dead, stack bonus dissolves (-6), leadership bonus dissolves (-5). Units regain their Chief Warlord bonus (+2). Lower combat/defense by 9.
    • Giant#4,#6 had a successful melee attack, and activate cleave special. Giant#4 attacks Sour#1; Giant#6 attacks sour#7, who only has a 5' reach on the mid-line, and is vulnerable to attack. Sour#8 has a +2 defense bonus for being on the mid-line but both have a negative 9 to their previous defense now, which makes it pretty much impossible to successfully defend anymore, the stat difference is too high.
    • Players roll 2d10, Giant#4 (sour#1),#6 (sour#7) both hit.
Knight#1/sour#1 -1; giant#5 3/12; giant#3 3/12; sour#6 -1/12; lv 5 warlord/sour#7 -1; caster 2/6; sour#8 7/12 -1 DR (0 DR); dwagon (0/30) mortally wounded.
Giant#4
Hits:
12/12
Sourmander#1; Knight#1
Hits:
-1/12; -1/6
Giant#5 (blinded)
Hits:
3/12
Sourmander#2; Knight#2
Hits:
12/12; 6/6
Giant#3
Hits:
3/12
Knight#3
Hits:
6/6
Giant#6
Hits:
12/12
Sourmander#6
Hits:
-1/12
Giant Warlord
Hits:
12/12
lv5 Warlord; Sourmander#7 (screening)
Hits:
-1/7; -1/12

Yellow Dwagon
Hits:
0/30
Caster; sourmander; 20 marbit crossbows
Hits:
2/6; 7/12; 3/3(*20)
Caster orders a retreat, and tells the marbits to cover their escape.

Round 3:

  • Knight#3 gets on caster's mount and retreat. Sourmander/Knight#2 follow behind. Marbits fire at Giant#3, to do damage past Giant's DR , they must fire in volleys of 10. Both miss.

Giant#4; Giant#5 (blinded)
Hits:
12/12; 3/12
Sourmander#2; Knight#2 (RETREAT!)
Hits:
12/12; 6/6
Giant#3; Giant#6
Hits:
3/12; 12/12
Knight#3; Caster; sourmander (RETREAT!)
Hits:
6/6; 2/6; 7/12;
Giant Warlord
Hits:
12/12
20 marbit crossbows
Hits:
3/3(*20)
Before the next round started, Caster's stack passes through a hex border, and successfully escape.
I think we all know how the marbits are gonna end up, yes?

GREEN WINS

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ISSUES:
  • Foraging mechanic. How many units can survive just off the land?
  • Signal horns. They are in cities, as well as field armies. Always signal when units enter, allows units to know how to react. Maybe it works only on cities and reinforced hexes?
  • Garrison walls cannot be manned. People can live in garrison walls, but garrison walls do not need to be cleared of people? Garrison door has minimal protections.
  • Archers fire from the tower, or the outer walls (not garrison walls).
    • Archers on the tower can fire into garrison airspace, or the courtyard.
  • Cities can be upgraded at any time, as long as there are no enemy units in the city space.
  • City defenders can fire into adjunct hexes on turn, but not off-turn, unless walls are being actively attacked.
  • CLEARING OUT INNER WALLS MENTIONED! When inner walls include living space, then they must be cleared out? Was he just talking about getting rid of annoyances but it has no effect on the city falling?
  • Capital city hexes seem to be around 200 hexes from each other. Each capital city has a zone of around 100 hexes in all directions.
    • CharlesComm is under 200 hexes (possibly only 150) from TV.
    • Faq is less than 200 hexes (possibly only 100) from GK.
    • Jillian headed out to attack a side that is within 2 turns. That means she had the giants breed for 5 days, and she felt that was enough to take the city, as opposed to several 10 turns with 3 cities and a turnamancer.
  • Faq has 3 cities; TV has 9 cities; GK had 8 cities
  • Jetstone, garrison built on a hilly part, big lake, no blockhouses around gate. Two buildings stand out a... temple? book 3 page 44
  • Some buildings allow unit types to pop! Like starcraft.
  • PALACE, what is it? Is it simply the area around a throne? Not all cities have a palace, so what is the difference?
  • Jetstone tower seems to be part of the outer wall. No inner walls protecting it, nor a courtyard.
  • Charlescom, and TV, are cities are flying focused. All buildings are extremely tall. Higher than outer wall. neither seems to have an inner wall/courtyard area.


Chapter 09- Toma RPG: City Creation- IN PROGRESS

field (grassland)
foothills (in between plains and hills)

Cities are made up of various sections, that can be ranked up as the city grows in levels. Major areas include
Promotion done only in cities?
"What popped here was an utterly imbalanced Level 1, with four fire catapults and their crews, a shipyard and twelve shipwrights, and almost nothing else. There were only a few buildings, and the stairs cut into the rock face. No gardens, no tower, barely a dock. This 'palace' was more of a warehouse. It was only much later, when we'd scraped together enough to upgrade to a Level 2, that it looked as it does now."
-TV had 4 dungeons. Can buy the same building multiple times. Even in the same area.
-the space. Not an actual building. An unintentional space under the street beside the tower? Made into a bit of a hideout/bar.
-6 fireball catapults in a level 2 city, and 4 of them in a level 1 city.
--"What popped here was an utterly imbalanced Level 1, with four fire catapults and their crews, a shipyard and twelve shipwrights, and almost nothing else. There were only a few buildings, and the stairs cut into the rock face. No gardens, no tower, barely a dock. This 'palace' was more of a warehouse. It was only much later, when we'd scraped together enough to upgrade to a Level 2, that it looked as it does now."

Major Zones
  • **Initial Garrison: Pops a basic stack of infantry, normally. Pikers, scouts, archers, etc. Can pop more initial units at the cost of initial buildings.
  • **Initial Tower Spells: Pops with a single anti flier spell. Can be increased at cost of initial buildings
  • **Airspace (no upgrades possible)
    • Maybe points can go into upgrading roofs? "Towers aA king that suddenly changes grand strategy can cause moral issues with the side for a time.

      Kings

      When the world was first popped, 99 warlords each found their own capital cities and became kings and queens. From their single capital cities grew sprawling kingdoms. While none of the original 99 are alive today, their direct descendants have continued to thrive. More than three quarters of all Erf's sides are ruled by royals.

      By virtue of their line of succession, by their undegraded cbt/def stats, and faster leveling, Royals are considered, by most, to have a mandate to rule.

      When a king rules, then all warlords are considered to be noble in status, and also do not suffer any stat degradation. There is a ranking system that is built around the city level a noble warlords pops in.

      Level 2 cities pop a viscount
      Level 3 cities pop a count, or earl
      Level 4 cities pop duke (marquess?)nd buildings all had spiked metallic domes for roofs, looking like a forest of war mushrooms or something. "
  • *Outer Walls
    • *Walls 1-4 (height); 1-4 (toughness)
      • *Level 4/1 Timber Palisade (flimsy; doesn't have a walkway on the top of the wall for units to walk; Faq wall like this); 1/4 Rampart (tough but only man high)
        • *Earth Ditch
      • *Level 2 Curtain Wall
        • *Hoardings (brattice work) Allows dropping of oil/rocks. (IS THIS EVEN ALLOWED FOR ERFWORLD?)
      • *Level 3 Curtain Wall
      • *Wallwalk
        • *Parapet (Basically railing on the side of the wall walkway)
          • *level 1 Crenulations/ level 2 loopholes (firing arrows at ground)
          • *Level 1 brattice/ level 2 Machicolations (dumping rocks at ground)
      • *Moat
    • *Loopholes (arrow slits)

      • *Level 2 Curtain wall
        • moat
        • Parapet (Basically railing on the side of the wall walkway)
          • Crenulations
        • Murderholes (loopholes)
        • Postern gate (hidden tiny gate)
    • *Turrets (smaller platforms that stick to the wall/towers, that don't form full fledged towers)
      • Also called barrel towers? Can have a ballista but can't fit trebuchet
    • *City Gate 0-3
      • Drawbridge
      • Portcullis
      • gatehouse
      • Gate Blockhouses
      • Outer/inner gate
      • Barbican (a gate to get to the drawbridge)
    • *Signal Horns (gives general alerts in the city. There is a sound for allies, enemies, sides units entering the city. It gives signals for when events are about to happen, and so on. It is forbidden for the horns to sound, except for official purposes.
      • 3 horn blasts mean enemy coming by air. Other signals for: Sided fliers; allied fliers; neutral fliers; end of turn; dusk; morning.
      • Advanced systems can pick out enemy up to 1 hex away. Possibly high walls give a bonus to seeing into the next hex?
    • *Blockhouses (gate towers)/Flanking Towers (wall towers)
      • Trebuchet (ground orientated) 4 to crew
      • Ballista (sky orientated) 2 to crew
      • Fire Catapult (sea orientated) 3 to crew
  • Outer City (main city area)
    • *Armoury
    • *Arrow Warehouse
    • *Bank
    • *Courthouse (has a jail)
    • *Covered walkways (hides units from fliers)
    • *Garden? (increases caster pop chance)
      • *Fountain
    • *Greenhouse garden
    • *Grainery (stores food created in farms. Can be sent out with armies, eaten immediately, or stored for the future)
    • *Forge (Units with fabrication can build weapons/armour)
    • *Monastery
      • *Infirmary (Can heal incapacitation if left from dusk until dawn, makes it more comfortable when damaged)
    • *stables
    • *Living quarters
      • *Barracks
    • *Forge Smithy
    • *Tailoring


    • *stores (I'll count it as a warehouse)
    • *Amphitheater (seats 800)
    • *Slaughterhouse (creates food; transports food from farms?)
      • *smokehouse (makes food more delicious?)
    • *Icehouse
    • *Workshop (each workshop uses a different material)
      • *Masonry (unit can repair walls; siege equipment can be popped)
      • *(carpentry, woodworking, pottery, stonecan repair city without moneyancy)
      • *Maybe builds the siege towers and battering rams?
  • *Inner Walls
    • Walls (cannot be manned)
      • lv 1 wooden Palisade
      • lv 2 curtain wall
      • level 5 (becomes a "full twelve-story palace complex of rooms and chambers. Not directly connected to the tower though.)
        • Can have a roof to protect the courtyard
        • Is a palace the entire capital garrison area, from tower to inner walls?
      • Door (mandatory, can't be upgraded like gate)
      • barracks (only if inner walls allow people to live in them)
  • Garrison (required)
    • Garrison overall size 1-5
    • Courtyard
      • Fountain
    • Training grounds
    • Great Hall
    • Housing
    • Stables
  • Tower (a keep)
  • Shockmancy defense vs fliers.
    • Spells must be manually placed on the tower. Cannot combine spells to make a bigger spell after spell placed on tower. Spells are optimized to strike specific flyer sizes. Casters can direct the spells. Casters can cause the spells to do minimum damage.
    • An 8-10 story tower had 30 spells on it.
  • An eight story tower for a level 3 capital was considered respectable. Possible that most towers are not overly high.
  • Tower overall height 0-4 (1-2 stories at 0; 10 stories at 1; 40 stories at 4)
    • Height gives additional power to spells.
    • Height gives additional bonuses to ranged attacks (may be a seperate bonus, or a static one).
  • Tower Top: Garrison capacity 0-5 (0 means only room for a single unit lookout at top of tower. Cannot store shockmancy. Fliers can bypass tower to attack courtyard directly. Units in tower must still be croaked to take city. Level 5 means... hundreds but less than 1k)
  • Towers can be built on rivers but must have an entrance that leads onto the courtyard. Normally, outer walls do not cover river areas, so towers can be used to fire on ships as well. Add a mid-height balcony area to fire on ships with archers.
    • --Height/toughness/Garrison capacity
    • THERE IS NO SIGNIFICANT BARRIER BETWEEN TOWER AND COURTYARD
    • Armory (maybe just a room that holds magic items?)
    • Atrium (like a balcony area? Can shelter fliers from enemy fliers)
      • Troop capacity: Top of the tower is the only location where ranged units can fight fliers around the garrison. Large locations mean many archers can fire.
      • Access. If entrance is small, then only light units can enter through the roof and fight the tower, without siege.
    • Ballista
      • Can be bought multiple times. Max ???.
    • Chapel
    • main Hall (used as a gathering place)
      • Level 2 city used it as a mess hall for the troops. Has foraged materials for their second daily meal.
    • Dining Hall
    • Kitchen
    • Feast Hall. Combines Kitchen and dining hall. General gathering area for troops in city.
    • Larder (pops food to eat for the day)
    • Library (casters gain training exp by studying here; bonus to magica defenses) 1 (takes up 1/4 of a tower floor) to 2 (takes up two floors of a tower)
      • Historical record book is published on every side that has fallen. Very dry reading and number intensive. Turn numbers/battle statistics/city names. Most common book type. Other books are self published by kingdoms. Contains philosophy, tales of self agrandment, lists of local creatures, etc.
    • Confusing layout (makes it harder for invaders to get to target locations, but limits building space in tower)
    • Stables (fliers only. There are dedicated entrances for them)
    • Inner spires. Small towers that rest on top of the main tower that can fit additional ballista emplacements.
    • Shockmancy emitters. Fires shockmancy blasts at fliers. Requires casters to create the spells.
      • Emitters can be protected from damage by contact Shockmancy traps. Requires casters to create the spells.
    • Paling spikes (Works as an impediment for heavy fliers. to prevent fliers ramming the building. Can be built for different sizes.
      • paling spikes contained shockmancy. Possible to block/stop tower shockmancy by going after the right spots.
        paling spikes are physical impediments for heavy fliers, shockmancy bolt throwers (this is probably standard), and contact shockmancy traps.
    • deep lip around tower top. Large area for fliers to land, and riders to disembark, however, there is a steep drop off in order to get to the tower top proper. Landing and dismounting on escarpment means you will have to take fall damage because of the steep drop off. Small ladders can be added, and taken away, to use in order to get to heavy fliers, in order to mount them.
    • apartment quarters (tower)

    • Palace (capital sites); can take up any area of the tower (maybe?). Bottom (jetstone), middle (GK?), or top (Faq; Stanley also made his office in Jed's hat).
      • Grand Battlement (comprises of a parapet completely surrounding a top palace area, with no area on the roof for soldiers. Jillian's Faq palace has this surrounding it)
      • anteroom
      • Throne (thrones cost a flat 1 point, and the location is combined with another area. Typically, the great hall, but could be the office, or the war room)
      • Stateroom
      • Great Hall (used mainly for when the king wishes to address large crowds, which the courtyard can also do)
        • May also double as a grand eating area. Courtiers will entertain with performances. Delicious foraged foods...
      • Grand Dining Hall (may be seperate area instead
      • Garden
      • Office
      • Kitchen
      • Royal Shrine
      • Ruler Personal quarters. Takes up an entire floor.
      • Heir quarters (appears whenever an heir is popped, must make space in tower by erasing something else, if no room)
      • War/Situation room (can be useful for 1-10 units (GK), more around 20 units (TV, having parties), or for 50+ (Jetstone, it has benches 3 rows deep on 3 sides of the situation map)
        • Larger the room, the more space it uses. Largest version takes up an entire floor of the tower.
    • Ruler Office (non capital city sites)
      • Throne
      • Situation room (where hex maps and figurines to simulate battles are)
    • Storerooms
    • Workshop? (it was mentioned in a text update. could be for wood or clay, etc. )
  • Tower/Keep combined
    • Massive building, weak walls?
  • Dungeon (Not all cities have this area; accessed from courtyard, no barrier; main jail; torture and interrogation)
    • Overall dungeon depth 0-4 (1-2 stories minimum; 40 stories deep, max)
    • Portal (required for capital)
    • Wine Cellar
    • factory? (probably just a room TV dollmancer repurposed for himself as a doll factory)
    • Tunnels (connects to the dungeon)
    • Fortifying tunnels.
    • Living quarters
  • Harbour
    • Docks
    • fire catapult
    • Shipyard (repair vessels)
    • warves
    • piers;
    • werehouses
  • Outside City (this may just become a resource that isn't created by cities)
    • Farms (can be animal or crop farm)
      • crop yields. Farms can be downgraded. Too much barley, downgrade to rice/beans.
    • Garden? Ornamental guardians would be cities, but gardens can also be primarily for growing plant foods.
    • Orchard
    • water mill
    • vineyard
    • outpost
GARRISON ZONE HAS THREE PARTS

TOWER (fliers must attack tower first. Tower must have a garrison capacity of 1 or greater. Tower must be manned by 1+ units)
COURTYARD (ground must break inner wall/gate to capture courtyard. Manning the wall does not prevent capture if courtyard.
DUNGEON (Tunnels attack Dungeon)

Not all cities have all three parts of a garrison. If there is no courtyard, then tower doesn't need to have a door leading up.

Dungeon appears to frequently connect to the bottom of tower, but courtyard must be able to access tower

Special features

-Flier protection Roofs extend over roads to prevent ranged flier attacks.
-Flier landings. Buildings are built so fliers land on the tops of buildings and infantry enters via a roof door.
-Picture of Faq Epilogue 21 - Vinny
-When in a rainy hex, additional features to protect against rain are useful. Eves around houses, covered walkways, gutters, sewers...
Dug out channels, covered drains, underground clay pipes, punched countless spouts and watergates through the city wall (allows for tiny units to enter). Significantly improves water levels in one turn. Next turn, put gutters on all the roofs, and some extra latrines, eaves, and awnings. Making spots for units to stand outside without being rained on. A third turn could significantly increase the area covered by roofing or tarps.

Terrain Features

-City on a peninsula of white cliffs. There is a 7-story stairway to get to dock. All in the same hex. Hexes can have big changes in elevation.
-terrain (high cliff) gives city defensive bonuses.

Notable buildings
When looking through a city for useful stuff. Main areas are.

-armory; smithy (weapons)
-larder; stables (food)
-situation room (maps)
-tower of capitals will also have magical items in a special armory room in tower.

Palace

Some Capital cities have a palace built adjacent to or around the tower.

A Palace is a building inside of a Capital City, Rulers (probably Royals) make their home there and hold court.

In most cities the tower is used as the headquarters for rulers and their Warlords; cities with a palace have a building with rooms, chambers, feast halls, and other facilities attached to the tower.[1] So Casters in the palace wouldn't get the tower boost. These rooms can include the Situation Room[2], the Portal Room[3], the Dungeon (usually in the basement though)[4], and the Throne Room.[5]

Since palaces have only been mentioned in relation to the capitals of royal Sides it's possible only royals may build them. Though it may be that any ruler can build one, but royals are likeliest to want to build one. Lady Allison Chains commented that razing and rebuilding Weatherbug from flooded fortress to dry palace would be expensive, so building a palace may represent an additional city building or improvement expense, coverable either with Shmuckers or extensive applications of Signamancy.[6] This implies non-capitals can have palaces, or at least very swanky accommodations.

The city of Homekey has a unique palace in that it incorporates orchards and gardens into its design, so royal design aesthetics probably lean towards ostentation and glamour over function.[7]

Notably the original city of Gobwin Knob didn't have a palace despite being built by King Saline IV or one of his Royal ancestors. When Stanley ordered it rebuilt following the Volcano Uncroaking, Thinkamancer Maggie and Dirtamancer Sizemore Rockwell took the initiative to form a Caster Link and create a highly stylized and ornate style focusing on Stanley. However, these Signamancy improvements (even those to the tower) didn't qualify it as a palace.



Official city names
  • -Level 1 city: Outpost
    • Gives the defensive bonus of an open field.
  • -Level 2 city: town
  • -Level 3 city: city
  • -Level 4 city: city state
  • -Level 5 city: city state

Standard Features

  • Fireplaces to keep warm. Pops with all the logs needed for the turn. Will pop in new logs to keep fire going auto-magically. Fireplaces also give extra light, as many powerballs are dim.
    • Candles can also be used, maybe taken from a storage room? Maybe a standard room feature
  • Doors in any building can be of variable strength. Can be a normal door, a barrable door, reinforced door, etc.
  • Level 5 city, +1 garrison walls, a dungeon zone, +2 ...farm? oh, the garden, +2 tower but no spells left on it... All information that Jillian gained as the new chief warlord of Erf-Ebaum.
Assigning courtiers to Buildings

Buildings have additional functions when a unit is assigned to the area. Only courtiers can be assigned to buildings. Assigning a courtier allows items to be created from the shop. A smithy allows the creation of weapons and armour, while a tailor building can create clothing items.

Level 5 Special Features

  • Courtyard: Garrison roof. Prevents fliers from attacking courtyard, even when the tower is taken down. Need seige fliers to destroy.
Animal Farm information
  • Charlie has 11, all work better with a manager. Archon counts as manager.
  • Farms have Pigs and chickens. Babies grow up, depop, become food.
  • There are 32 chickens in a farm. Chickens pop eggs for 10 turns (2 eggs a day, they are transported to the larder at 'sunset'), then pop 1 egg, sit on it for 3 days, chick born on start of third day, dusk makes the mom chicken into food, chick grows for 3 turns, then starts laying eggs again for 10 turns before cycle repeats. Stealing the baby egg resets the pattern. Hen lays eggs for 10 more days then tries a baby again.
  • eggs can become cake in the city larder. Chicken meat into stew.
Crop Farm Information
  • Wheat grows, is cut down after X days, is transported to the nearest city, and pops in the larder as bread.

Naming Buildings: All buildings, from the tower, to the walls, to a house, can all be named. Has no magical effect.

Fighting in Cities

Fighting in cities is broken up unto various stages. The first stage is fighting on the outer wall.

Outer Wall fighting

Wall defenders vs siege units Battles do not kill units. Siege/defenders are exhausted if they lose. Defenders are restored after a breach happens, seige are restored if the courtyard is won. No bonuses allowed during siege battles.

Siege towers can protect light diggers from archer attacks while they work on digging through the outer wall. Heavy siege units do not get siege towers to protect them.

Garrison Fighting (inner walls do not count for capturing courtyard)

To win the garrison, you must first capture the courtyard, the dungeons, and the tower. While some courtyards are surrounded by a wall that doubles as housing, the wall need not be emptied in order to capture the courtyard. Likewise, if there are tunnels, they need not be cleared out of enemies, as long as the dungeon areas is. The tower must be completely emptied of all enemy troops though.

Infantry fighting with no warlord

anti siege teams (ballista; trebuchet; fire catapult) have to stay where positioned. Unled infantry divide in half. first half go to the outer wall, second half guard the garrison. Units converge on any nearby enemies on ground. Can lead stabbers around by landing flying units and waiting, then lift off as they get close. Archers can track movement, however, and can reposition themselves accordingly.

Fliers

Fliers have a flying height of around 1,200 feet.
Fliers with lofty heights special can hover around 2,400 feet?
Highest towers/walls are 400 feet (40 stories).
Fliers must attack tower before attacking Courtyard. If tower has a 0 garrison capacity for the tower top, or if there are no units in the tower, then fliers can directly attack courtyard.

If fliers end turn in an enemy/allied city, they cannot land/start flying when offturn. Unless tower is destroyed.

Tower Shockomancy
Fully Charged Tower for Faq can take out 10-20 dwagons. Jetstone tower seems similar.

Neutral Cities

What I remember, specifically, a wiki entry that said banks had a function where they would slowly gather money and it would help make upkeep for a limited time. It was a more recent entry and the wayback machine didn't save it. The other thing is that units are not frozen in time, they are alive, they just have 0 move, so they are basically garrison. That's where my idea of warlords going to the bank, withdrawing funds, and then going barbarian, comes from.

Past that, I would say that cities can supply the upkeep of 500-1000 smuckers total, per city level. There is no treasury, but the city still has a smucker output that can keep some units alive, and there is a bank with a small additional amount of smuckers that can keep a higher amount alive, until that is drained. Once drained, it can't be refilled by the city, although warlords could put their purse money back into it. Anyone beyond that cap gets disbanded until the upkeep is equal to the output. Damaged cities do not repair, the portal is closed, no new units pop, but casters can regain juice, get meals, and heal damage


City Fighting

Garrison fight: Parson
Tower Fight (comments on studying enemy deployment): Book 2 - Text Updates 043
There are 3 main zones. Airspace, Outer walls, and garrison. Garrison is further divided into three zones. Tower, courtyard, and dungeon. Invaders must attack certain areas before moving on to other ones. Air units must attack the tower before attacking the courtyard. Tunnel units must attack the dungeon before attacking the courtyard. Ground units must attack the garrison walls before attacking the courtyard. If an air unit is grounded upon entering the city, the tower must fall.

The way to attack the tower is to either destroy it from the outside, or to hit the atrium/roof/top, destroy all the forces on it, and then clear out the rest of the tower. When the tower is cleared out, fliers can attack courtyard.


While sided units can move freely between different zones, they are still subject traveling the zones correctly. Dungeon/tower must exit the into the courtyard before heading to the outer walls.

all allied/enemy units, must stay either on the ground, or in the air, while they are offturn. That said, things that fall can do damage, if they are an area attack weapon/bomb. Likewise, if a unit is somehow overweighted, it will fall to the ground. Falling does natural shockomancy damage upon landing. The landing does not kill you, the shock damage does.

"Take off and landing of fliers, within the hex or city you control, are possible offturn"

But the jetstone fliers had to stay in the tower offturn? I guess they can control if enemies are flying or not though, so the dwagons couldn't take off again because Jetstone willed it to be so?

Airspace: Units in airspace may not use a melee attack on a ground unit. May capture units though? Can a grounded airspace unit fly? Even if the city is captured? Can they fly if is their turn but not if offturn?

Siege

When non aligned units of a different side are in an adjunct hex, this means the city is being contested. No city on the side is allowed cities may no longer be allowed to level, or raze, while even a single city is in this state.

If a city is completely surrounded by enemy units, then the city is considered to be under siege. This means that, by the end of the defenders next turn, that it will be cut off from the treasury. If this happens, all units within the city may only have their upkeep paid for by the city they are residing in (city is not subject to smucker degradation at this point. It can supply a straight 1000 smuckers of upkeep, per city level). Defenders can prevent this from happening by sallying forth out of the gate to destroy all enemy units that it leads to. If successful, the siege is considered broken for the turn. The attackers can refill the gap on their next turn, and then the contest will resume.
Issues: City archers can fire into adjunct hexes off turn, should that be restricted for this siege mode?

Garrison Siege

It's possible for the garrison to repel an invasion that took the outer walls. If an invasion is not successful by dusk, a hex barrier will suddenly cover the garrison, and seperate it from the rest of the city. When this happens normal hex supply units for the invaders are followed. Excess attacking units must leave city (if able), or be disbanded. City defenders must wipe out both the leftover invading force, and one of the adjunct hexes around the city, assuming the enemy still surrounds the city completely.

During a garrison siege, no one can attack off turn. Garrison units must stay in the garrison (this includes the tower, dungeon, and courtyard), and outer city units must stay in the outer city (which includes the outer walls). Airspace is considered a single zone and no fliers may attack the ground, or land. Grounded fliers, from either side, may not fly until their turn starts. Ranged attacks from the ground may still attack fliers, but fliers can simply move to either the garrison, or outer wall areas, to get out of reach.

Victory

After taking the city, all the livery of the city can be changed change to reflect that of the conqueror's capital (or left alone). Anything that hasn't been touched by a caster will be altered. Statues, paintings, tapestries, symbols, the general colour scheme of the city will now copy the primary colours/images of the capital.

All personal items are deleted. Personal notes are erased. If there are ferals/tribes/barbarians in the city when claimed, they are imprisoned.

The name of the city can be changed after it is conquered.

When a city becomes part of a new side that does not pop the same kinds of units it does, the efficiency of the city will be lowered as a result. Lower efficiency means fewer buildings will work. This inefficiency will remain for as long as the city pops different units than the capital (signmancers can fix the issue, however).

All surviving defenders will have manacles clapped over their wrists. This includes all units that are in an alliance, or been hired to fight, with the defenders. Third party units are not captured, however. Any unit that isn't a scout or commander is completely under the command of the conquering army, to the point that they wouldn't even be able to run if the city was on fire.

Unlike with units, that repair and have all items replaced at dawn, cities do not repair. Buildings that are destroyed, stay destroyed. Walls that are damaged, stay destroyed. Rubble doesn't go away.

Repairing City

Cities can only repair themselves by using smuckers. Costs of fixing/cleaning something is deducted at the start of the next turn from the normal smucker production of the city. Rulers can decide to not allow this. Damage that is severe enough to drop the city a level can never restore the city back to the former level.

Units assigned as workshop managers can make minor repairs around the city instead. When using moneymancy for the bigger repairs. There will be a determination of how damaged the city is, as a whole, and a new level will be derived from that. The city can be repaired up to that point for a low cost. Afterwards, it counts as leveling a city back up again.

When custom work is done on a city by a caster, the ruler will not be able to replicate that work, unless he understands the work. A garden might be replicated, but not the improved efficency that came from the design of a signmancer.



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Chapter 10- Toma RPG: Sides and Kingdoms

In the vast landscape that is Erf, the world is dotted in special terrain types that are called city sites. Among those city cites are the capital city sites. Many of them are fully formed, as was discussed in the city section, however, others are in ruins instead. When someone with the purse special happens to appear, he may turn to the the capital city cite for his own, at no cost.

When this act is done done, the unit becomes ruler of a new side. A new side can be created from an intact capital city as well, but only if there are no other units within it.

1. Rulers

Rulers have the following abilities:
  • Ruler Sense (units): Can sense the general (not specific) location of every single living unit that belongs to the side (does not include natural allies or prisoners of the side). Knows exact location of all sided units within the city. Knows the name/side of any city his unit are in/captured by. Knows whenever a unit dies (not how it died, or who killed it).
    • Can sense condition of a unit, with extra effort.
    • If a fugitive is recaptured. King will know the exact location of the unit for that turn only.
  • Ruler Sense (cities) Can sense the location and status of all cities. Knows whenever a city drops a level
    • Can put the tower into lock down. Knows when a city door is damaged, knows when a trap is set off, or a large amount of damage happens.
    • Controls the units that a city pops, can set up a build order for multiple units.
    • Can sense significant damage to cities. Doors, walls, etc.
      • Can authorize the smuckers to level/repair/raze a city.
      • Ruler can set repairs to happen automatically, at the start of every turn, or only with permission.
  • Ruler Sense (contracts) Knows every contract that affects the city, even if he doesn't know the details
    • Knows every side that they have an alliance/truce with. The alliance contract will always affect all sides within the alliance. Truces only affect those two kingdoms.
  • Authorizing Purse smuckers: rulers assign commanders to carry smuckers. Otherwise they carry nothing. Heirs always have a full purse of smuckers.
  • Can disband any unit that belongs to the side.
  • Can authorize the common contracts for sides
    • This includes alliances, hirings, purchases, tributes, and colony status.
  • Can will city structures to weaken, if ruler wishes to personally destroy something.
  • Is the ultimate authority when it comes to giving orders.
    • Only a ruler can give orders to units that are in a different hex. Cannot order units, without the scout special, to stop attacking units from another side when not in the same hex. Must sign a treaty to prevent this.
    • If duty demands it, chief warlord can override a ruler.
  • Can order units to various cities belonging to the side.
    • With access to an accurate map, can order units to any hex. Must have an accurate map to order units to attack an enemy city.
    • When ruler issues an order for a unit to go somewhere, there is an auto-pathing feature that kicks in. If it's within the hex. The ordered unit will know the fastest way to get to the location. When it's on the field. Units will have an auto pathing feature to get there in the shortest amount of time, somehow knowing which hexes will cause the smallest move penalty.
Many of these authorities can be accessed by the chief warlord, with permission. Also, many warlords are given wide leeway in how to act, given how events can happen that the ruler will not know about.

When a heir/barbarian becomes ruler, he may also gain a magical item when his rainment upgrades.

Tribe and Lineage
Every Barbarian warlord that pops is the start of a new tribe. If that barbarian manages to start a new side, than all human units that pop under his reign will also pop as part of this tribe. The names of the 99 original royalty of erf all have have the names of their tribes included in scripture, and it is the surest way to know if you are a descendant of one of the 99, or if you were popped under some barbarian warlord that got lucky.

When a ruler has pops a descendant, the offspring may have a similar look to the parent, and have the same last name, or not. Players are under no restrictions as to how to design an offspring. The only title that keeps any sense of continuity is tribal affiliation.

Tribes can have special physical features. TV warlords all have vampire features, and there was a green skinned tribe that owned the arken dish and shoes.

Grand Strategy

Parson's talking grand strat. Book 3 - Page 36
This is another say of saying diplomatic relations. A side cannot grow forever. Decisions on the kind of side it wants to be are decided by the king.

-Faq, under Banhammer, has a policy of hiding and isolation, with mercenary work to help pay upkeep.
-Jetstone has a policy of royal supremicy. Allying with other royal sides, and spinning new sides.
-Haffington's policy was of pure conquest, and limited numbers of troops.
-TV's policy was to extort nearby neighbours, and promote results above all else.
-Dig Dug has a policy of keeping most cities at low level, and hardening them with a dirtmancer.
-Kings tell chief warlords their objectives, but chiefs decide how the objectives are achieved. If chief gives a king a plan, he should listen to objections, but decide for himself.
-playing tall, as a grand strategy, is saving money to build up cities.
-playing wide, as a grand strategy, is putting money into army, like promote infantry to warlord, adding natural allies, and mercenaries.


Level 5 cities pop an arch duke/duchess

The full official title works like this.
Name: Vinnie Doombats
Position: Count
This unit's formal title is "Count Doombats".

Count Doombats was popped in the level 3 city of Spatula.
If Vinnie was the most senior warlord that popped from Spatula (senior meaning oldest living commander unit that has popped from the city), then he it works as follows.
This unit's formal title is "Vinnie Doombats, Count of Spatula".

The children of royals are called princes and princesses.
A primer on royal etiquette: Book 4 - Page 55

Overlords

Now, while most sides are founded by royals, there is always the possibility of a modern day barbarian stumbling over an abandoned capital city site, and beginning his own side. A claimant, such as this become an overlord. Unlike royals, Overlords are immediately cursed by the titans for the termacity to take what is not theirs. This causes a slight drop in stats. Moreover, whenever warlords are popped, they will also suffer this stat penalty. Warlords, such as these, do not get specific titles based on the city level they popped from, they are simply called lords and ladies.

Nobles can also become overlords, but doing so causes them to lose their nobility. They suffer the Titan's curse, lose their former title, and can only have commoner warlords popped.

On extremely rare occasions, it is also possible for a basic infantry unit to rise his way to the overlord position. This is extremely unlikely. The soldier must distinguish himself enough to be promoted to warlord in the first place (being promoted in this way will have the unit suffer the curse), which is a fairly rare occurrence.

Royal Regents (Sovereign)

Many overlords, realizing their inferiority to royals, decide to become regents instead. A regent is a ruler that is willing to make a royal his heir to succeed the kingdom after his death. Some are even willing to step down as Regent in order to speed the succession of the royal heir. These setups are called a regency.

If the regent is also a noble, his noble title is added to the regent. Duke Regent, count regent, etc.

Example: name (Caesar)/ rank (viscount)/ title (regent)

Governor

Title for the ruler of a colony. Doesn't matter if ruler is a royal or not.

Heirs

When an heir pops (not promoted), a room that is specifically built, inside the tower, to accommodate him.

When an Heir takes control of a side, the livery of all units may be changed to reflect his new style. Livery can also be changed on future turns, but there is a smucker cost to do so.

All current pops are up for review when the new heir takes the throne. Any pops that are considered a waste may be scrapped (such as popping a new heir). This will only apply until the start of next turn. Pops may not normally be canceled/changed.

Heirs are always considered to have a full purse of smuckers.

Abdication

A ruler may, at any time, abdicate his position, if he has an heir. Upon doing so, the heir will become the new ruler of the side and the former ruler will lose his position. A former ruler may never gain the heir special again.

Abdication most commonly occurs when a regent acquires a royal heir that was graciously given by a kingdom, although some regents are allowed to continue ruling for awhile after their death.

Challenge for Kingship

There is also a rare situation where an heir might feel duty bound to issue a formal challenge of kingship in order to become the new ruler of the side. This can only be done is the challenger is within 40 feet of the ruler, and issues the challenge correctly. Doing so triggers a set up for a duel. The ruler will select himself, a warlord (of the same level as the challenger), or another one of his heirs to be champion. The challenger must then duel the champion. It is not possible to disband an heir after a challenge for kingship has been announced.

Once started, the battle continues until either champion is croaked, flees the arena, or forfeits; the ruler may also forfeit. Nobody else is allowed to interfere in any way, including, but not limited to, providing or cancelling bonuses, items, or magic. Nobody else is allowed to attack anyone not a part of the duel. Rhyme-o-mancers playing an undirected song is allowed. Both combatants must be at full health before battle. Neither is allowed to cast any spells, or use any magical items with limited-charge/use, such as scrolls, and wands. Non-limited use magical items, such as swords, is allowed.

If the challenger wins the duel, the ruler will be forced to abdicate the throne. Challenger becomes the new ruler.
If the challenger loses the duel, the king will then decide his fate. Normally, this will lead to exile from the capital. Sometimes it will lead to an execution of the challenger instead.

Barbarian Cities
  • Barbarian cities are a result of a side falling. Any remaining cities that a side possesses goes neutral/barbarian.
  • Each neutral city is, in effect, it's own side. A neutral city can pay a daily upkeep equal to 1000 smuckers per city level. All units that are in excess of this amount are auto-disbanded. Beasts have a 5% chance to turn feral instead.
  • If the city has a bank, it will also have a small store of smuckers in excess of the city smucker production limit, this amount can be replenished if the unit upkeep to the `city is smaller than the smucker production. Cities with banks will be able to pay the upkeep of more units than is otherwise possible, for a variable amount of time.
  • A warlord may make a withdrawal from the bank, assuming it has money, in order to fill his purse. This will allow him the option of going barbarian, and leaving the city.
2. Executive Positions

In order to help the ruler direct his side, a variety of sub positions are also available.

Chief Warlord
This is the most important position. It is the only position that allows a unit to give orders to a ruler. This is an authority that can only be done if his duty to preserve the side outweighs the wishes of the ruler. In order to give an order, unit must be able to hear the order given. Unlike rulers, chief warlords can not give orders remotely. Orders can transfer over by notes, however. Impossible to fake a note from a chief warlord.

This unit also gives a bonus to the entire side. The chief's leadership level is lowered by a third (rounded down, can be zero) and all units on the side gain that number as a bonus to their combat/defense.

Chief warlords have a city sense. Can sense damage to the city. Doors, walls, etc. Just like a ruler. Chiefs can only sense the city they are in.
  • Can will city structures to weaken, if chief warlord wishes to personally destroy something.
  • Chief warlords cannot grant the autopathing function that rulers can when ordering to go to a location.

Chief Caster
Chief caster is supposed to make all the magical policy decisions, this includes the side's relationship with the magic kingdom, and the importance of magical items that are acquired. The title of chief also gives him the power to give orders to all other casters, and the ability to ignore all order given by any other warlords, except by the chief warlord, and ruler.

Chief caster may give orders to other warlords, and even the ruler himself, if the issue is of a magical nature.

City Regent/Steward
Cities are more efficient when managed by a commander. Commanders that take up this position are called regents. Regents must spend some time during their day to visit a number of structured throughout the city. Failing to do so will cause the city to be less efficient with smucker production.

Regents also have control over city leveling/razing. Chief warlords, and rulers, can also perform this act, but only if they are in the city they wish to perform the action on.

Warlords can give orders to all non-chief commanders that are currently within the regent's city.

City managers can maintain dirtmancy improvements/traps indefinitely.

Managers/Sergeants
There are a number of buildings within a city that gain additional benefits and can be run more efficiently with a designated manager. Different buildings can have different titles for the building manager but they all building managers.

Managers, like all other positions, are appointed. The only person that can appoint a manager is either a regent, or the ruler. When appointed as a manager, the unit is capable of running the building, as if he had a special allowing him to do so.

Building managers can also be appointed for buildings that are outside of the city. Places like farms only give benefits to nearby cities if the side, that wishes to collect the resources, send a unit to manage the hex. Once the unit becomes a manager, his move drops to zero, and he is treated like a garrison unit until the position is revoked.

Building managers: Can create objects when assigned to the proper building. Courtiers assigned to the smithy can create armour and weapons for the side. Items created in this manner may not be resized, unless enchanted by a caster.

must spend a certain amount of their day in the managed building, or else smucker production efficiency is lowered.

In addition to building managers, military structures also have managers. These units are referred to as sergeants. Sergeants can also be in charge of looking after areas, such as the jail, or the garrison master.

Example: The garrison master of Faq is a sergeant.

Jester
This is a special position that can only be assigned to a courtier. Courtiers that gain this position are now duty bound to point out all flaws that the ruler might possess. He must mock and belittle the ruler every day. The ruler is forced to listen to the disparaging comments of the jester and not retaliate in any way. Disbanding a jester for performing his duty is considered to be one of the worst acts a ruler can commit, and many rulers prefer not to appoint someone to this position as a result, as most rulers do not wish someone speaking truth to power.

Musician/performer
Positions that can only be assigned to a courtier. Makes the unit an entertainer for the masses.


Henchmen/Adjuntents
Charged specifically with tending to the needs of a warlord/ruler.

3. Courtiers

Courtiers can be scout type units. I have 3 choices on how to handle courtiers now.
1. I can make a command and infantry courtier.
2. I can ignore that there are non command courtiers
3. I can change my model and make ALL courtiers non commanders. That means they can manage but can't give orders

- Jester was NOT a commander. Must rethink the role of courtier now that I know they are not all commanders. Juggling/acrobatics may be examples of non combat specials. Maybe design a new special for courtiers. A *"jobs"* special that allows them to change their special to whatever building they are assigned to. Assigned to a tailor building allows unit to make clothing. Courtier assigned to city management gain command special?
-traditional roll of couriers is entertainment and servants. Can also be used as advisors on politics, logistics, and even some military matters.
-courtier chief of staff. Doesn't seem able to give orders...
-courtiers don't count as lords/ladies
chief of staff shooed the allied units out of the way (a non commander shooed them away?) Chief must be city manager.
-Not once did the chief of staff issue an order. Courtiers are not commanders.
-sides with more courtiers tend to have more rituals.
-against scripture to kill a courtier that has surrendered? (no idea why I wrote this down, did I make it up?)

4. Turn Order

Sides have a natural turn order which becomes evident whenever units of one side get within the other side's battlespace. Battlespace is when the units of two, or more, different sides are within the move range of each other.

When a side is alone, their takes place from dawn to dusk. In terms of time, dawn happens at 4:00am, while dusk happens at 8:00pm. In erfworld there are no time zones per say, or seasons, or years. Dawn and dusk will always happen at the same time every day, and it's always in relation to when the sun rises and sets.

When there are two sides in the airspace, a turn is generally only half this amount. With one side going in the morning, and the other side in the afternoon. The side that goes during the morning is the side that has existed for a longer time. If side "A" has been around for 3000 turns, while side "B" has only been around for 300 turns, then side "A" will be the side that moves first in the day.

The ruler of a side may also wish to declare an end to his turn early, if he wishes. When this is done, then the other side will be allowed to start his turn before noon, and continue it for the rest of the day. For every additional side in the battlespace of others, the total time to act for a side is shrunk. When there are three sides, each one will get a little over 5 hours. If there are four sides, that shrinks to just 4 hours each.

One way to avoid this is joining an alliance. Army units of each alliance member may now move during the same turn, even if they are within each other's battlespace. When an alliance fights another side, turn order is decided by the alliance's youngest member.

Natural Allies/Tribes

Natural allies/tribes are non-human infantry sides in Erfworld that have no capital, no cities, and no royals of their own.

Tribes have no purse and keep no shmuckers. However, they can form long semi-permanent alliances with sides. They will fight for the side while the side gives them money. Otherwise, tribes must can sustain themselves via mining, farming, hunting, and such.

Natural Allies have their own languages, and only some units in a tribe speak Language.

Tribes of Natural Allies have a Chief, the tribe equivalent to Rulers. Rather than using cities, a chief is the one that pop units/equipment for their side, via Moneymancy. Natural Allies know the will of their tribe's Chief or Chiefs by Natural Thinkamancy, even from other hexes.

If they are given shmuckers, the tribe must convert it all to new or promoted units or popped rations or equipment on the next turn. The more money given, the more that they can pop (within limits).

Rulers do not have natural Thinkamancy to know where their Natural Allies are located. Only the tribe chief can do this.

If the side they are allied with falls on it's own turn, the turn will continue to belong to their natural allies.

Racial Hatred:
Some allies do not ally with a side at the same time as other allies. For instance; Elves and Marbits will not ally with a side that has Gobwin, Hobgobwin, Witch, or Daemon allies.

Leaving a Side

Infantry cannot voluntarily leave a side and go barbarian, but can turn.

Beasts can go feral, if not properly taken care of, but cannot turn to another side (ferals can, however, be tamed).

Natural allies can break alliance at any time by a chief decision. The majority of chiefs must agree to this.

Ending a Side

A side is gone when one of the following two things happens.

1. All rulers and heirs of a side are croaked or turned to another side

-If all the rulers/heirs of a side are croaked, all surviving cities go neutral. All units that are inside them also go neutral. All field units are disbanded.
-Casters that are in the MK will survive for the turn, but will disband at dawn, if they cannot find a source of upkeep.
-Commanders that are in a city hex will survive for the turn, but will disband at dawn, if they cannot find a source of upkeep.

Captured Rulers
If a ruler is captured, it's not game over for the side, but almost. 1 of 2 things happens:

1. If there's an heir, they become ruler and the side continues

2. If no heir, side freezes (freezing works similarly to cities going neutral, in that all city units lose all their move, but a frozen side is still considered a side), and field units disband, like heir was killed, BUT...ruler might escape or be released. If fugitive ruler returns to one of their cities, the ruler is repatriated and the side is restored. Disbanded units do not return, however.
1. If ruler if side (Y) is captured on their own turn, side Y's turn will continue until all of Y's units are out of move, or until its natural end of turn comes.
2. The capture side (Z) may end side Y at any time by executing side Y's ruler. May negotiate terms to allow release of ruler instead.
3. As prisoner, ruler may take no action, but may attempt escape.
4. Units of side Y can/should use their time to attempt to rescue ruler.
5. In the eyes of the titans, this is only fair.
Book of Patches, Chapter 11, Book of Retcon

2. All cities of a side are gone.
-Surviving rulers/heirs are still alive after a side is gone, they go barbarian, with full purses (assuming there is enough money in the treasury to transfer over). They now count as their own personal side. All units in their personal stack are also preserved, and will continue to survive, as long as the commander has enough money in his purse to make their upkeep (and doesn't disband them).
-All other field units disband.
-Casters that are in the MK will survive for the turn, but will disband at dawn, if they cannot find a source of upkeep.
-Commanders that are in a city hex will survive for the turn, but will disband at dawn, if they cannot find a source of upkeep.

Note: If a ruler has a gem, it can act as a portable treasury for the barbarian side. All surviving units of a side can receive upkeep through it until the smuckers of the gem are used up. Ruler must have the gem on his person at start of turn in order to use it to fund the side. A moneymancer may also hold the gem instead.

No Capital Cities
There are additional rules for when a side loses its capital, but this does not, by itself, cause a side to fall.

Field units are intact, move is intact. Turn is intact. All units that do not end turn in cities will croak at start of turn (when upkeep is deducted). Cities can only support unit that their smucker level can support.

Note: If a ruler has a gem, it can act as a portable treasury for the side, so the side does not turn barbarian. All surviving units of a side can receive upkeep through it until the smuckers of the gem are used up. Ruler (or moneymancer) must have the gem on his person at start of turn in order to use it to fund the side.

Depopping, Disbanding, and Harvesting

Depopping:
When a unit dies, it generally leaves a corpse. That corpse will dissapear at the start of the next turn. Not this coming turn, the next turn. This means if a death happens at night, the corpse will still be there the next day, since night is considered to be off-turn for everyone. During the day, there are situations where there are multiple turns that can take place. Example: There are 3 sides, each taking a turn. If a corpse happens during the second side's turn, then the corpse will stay until the second side's move has started. If the second side is no longer in the area, then the corpse will dissapear after the first side has finished moving. If the first side is gone, then the corpse will depop at dawn.

Harvesting: Beasts that are owned by the side can be harvested for food. This is done by killing the beast and leaving the corpse. Beasts will instantly die when hit by an infantry that has the intent to harvest. At the start of next turn, the corpse depops, and food is placed at the nearest acceptable location. Doing this will cause moral drops for the side, especially if it is done without a pressing need to do so.

Disbanding: This is when a living unit dies by the act of being unmade. At the ruler's decree, any living unit can be disbanded by the ruler. Doing this will cause moral drops for the side.





Following Scripture


There are three books of scripture. They pop in in every library, no matter how small.
  • book of canon. Contains the following mini books.
    • Book of buddy
    • Book of fats (contains names of the 99 original royals)
    • Book of Jerry Lee
  • Book of fanon
    • said kings should keep their fingers off the map table and let chief lead.
  • Book of retcon.
    • Book of Patches
    • Quote from scripture "Don't stray from your number. book of Fabian is chapter 4 of book of retcon."
  • Book ???
    • Book of del.
    • Seems to be a list of common specials units can have. Alternatively, it doesn't mention the idea of blood can be liquid (scripture never mentioned a bleed special).
    • Scripture is that thinkamancers will keep their secrets.
    • two more quotes Book 4 - Page 47
    • book of shenanigans. It mentions Titans have their own strife, at times.
    • Book of ray "don't you come back no more. No more, no more, no more.
    • forbidden by scripture to talk about the dead as if they still cared or affected the living.
    • Book of Frankie (book 4 page 116) "ask not if enemy is worthy of honor. All sides deserve to be fought honorably, especially the dishonorable ones. We fight honorably for the titans. Let them see the difference between good and evil. Only in fighting against a dishonorable foe can you stand apart from them."
    • scripture says critiquing your actions is a part of leveling.
    • Scripture said that the Signamancy and configuration of a newly founded city follows the ruler's inner desires.

Rulers of a side can act with with nobility or selfishly. Rules of proper behavior are written in scripture, and rulers would do well to follow them.

Sides that go their own way, acting selfishly, for short term gain, may benefit for awhile, but will cause issues with moral. Moral loss means units will lose feelings of loyalty and duty to the side. They will stop acting on their own initiative to better the side. They become listless, and orders become less effective. They become disobedient. This happened to Ossomer.

Excessive infighting is another result of poor rulership. While a certain amount of infighting happens with every side, an erratic ruler/heir, or a major clash between the two, can make this much worse than it otherwise would have been. This can also happen when a ruler pops too many courtiers without giving them a purpose to live, other than to flatter the ruler.

Some actions include

  • Disbanding units
    • This act is only acceptable to the titans if the unit displayed blatant disloyalty. It may also be necessary if there is substantial harm to the side by the unit being alive. It is not acceptable to disband units just to save a few smuckers in upkeep, as long as there is still money left.
    • Rulers can hide that they have disbanded their units.
    • Do not disband units when you could dissolve alliances with natural allies first.
    • Do not disband a jester, ever.
    • If an heir issues a challenge of kingship disbanding is not even possible until the duel takes place. Ordering him killed, may get cause such a moral loss, that units ordered to do so may very well kill the king instead.
  • harvesting units, especially if there is no pressing need for food.
  • Fratricide: the act of deliberately killing a unit you are sided with. While Rulers may disband, actively killing a sided unit is considered one of the worst things you can do. Anyone with any loyalty to the side should not be doing this.
  • Razing cities is permitted.
  • Protocols of Royal capture and execution, for bestowing dignity and honor upon a fallen enemy king in their final moments. No respect is needed for overlords, however.
Rebellion

A ruler who has sufficiently lowered moral can cause a rebellion in the kingdom. They can no longer issue orders, they can no longer disband units that are in an active state of rebellion. Duty is not flipped from towards the side and ruler to the good of erfworld. Units consider the ruler to be a blight on the world, and the side needs to be destroyed for the good of all.

Individual warlords can also face a rebellion if his actions run completely contrary to the expectations of the other units.

Seafarers consider running away from a battle where everyone else died to be a complete disgrace. They already had a bad opinion of this warlord because he tamed a cursed bird, and was not a seafarer. They are going to be taken down next turn anyway, so mutiny was seriously considered.



Haffington's (Olive's) crimes: -10 counts of commander level fratricide. 200 warlords under false parley/alliance/truce. Tested harmful drugs poisons on her own troops. Many casters died due to Olive branch. The the side was successful but the units were generally miserable.

Other Common Beliefs

Scripture had several different ways to describe what happened to you then, such as "rejoining the spirit of the world," "returning to zero," and even, strangely, "going back into the box." It seemed to mean that you would lose your identity and melt away, perhaps with a deep and lingering (or even eternal) sense of satisfaction. This is the end for all units that die doing their duty.

Scorism: Based around how many enemy units you managed to defeat before croaking. Even a single unit can be enough to take pride in, especially for basic infantry units.

City of Heroes: A life of exceptional service might earn you a special reward. For warlords, this was a welcome in the City of Heroes.

City of Hellabad: This is the place for warlords that betray their side or shirked their duty. You would retain your sense of self, as you were sent to a different place. This was a place of infinite wrongness, where everything around you clashed with who you were and what you wanted, a place where you simply did not belong. There could be no peace or satisfaction for you there.

Common Contracts Made by Sides/Tribes/Barbarians (page 124 book 4)

Contracts can be drafted/signed by the chiefs of the side, or the ruler. Barbarian commanders, and tribal chiefs, can draft/sign a contract. They can be verbal or written. Verbal contracts need a physical contact to confirm, such as a handshake. The most important thing to note about normal contracts, there are no penalties for breaking them.

Contracts are intent driven, affect the entire side, and do not change after being signed. If the buyer set up a contract with you in order to buy, not just any wand, but that blue wand, then you will not be paid unless you hand over that blue wand. Likewise, if you agree to pay 100k for that blue wand, you cannot say that you are changing the deal, and will be paying 5k for the wand now. Renegotiation of terms requires both sides to dissolve the current contract, and create a new one.

However, if you do not have enough money in your treasury/purse to cover the full cost, upon being given the item, all the remaining money is delivered instead. There are no additional penalties for not supplying the full amount. That said, if payment is short, the seller is within his rights to take the wand back, and there will be no refund after he does so.

In order to impose terms, to set up specific conditions beyond what normal contracts cover, and penalize non-compliance, you need a signamancer, or a blank contract made by one.

Cost: Contracts all have a moneymancy cost for whoever drafts it. If contract is rejected, the money is not returned.

Breaking a side contract: Only chiefs/rulers can break a contract. All units are aware of what actions will break a contract. Even basic infantry will not auto attack units they have a contract with. Units will also know what actions will penalize their side while under contract.


Purchases (10)
This is most common contract. When a side wishes to buy a product from someone else. You write up a contract. The moment the item is in the possession of the designated person, money is auto-magically deducted from your treasury/purse.

Purchase contracts only work when payment is in smuckers. When bartering with items, single smucker contracts are set up for each party. If you get the correct item, you pay 1 smucker.

Futures Contract: An agreement that this item will be sold at the same price every time the buyer wishes to buy it.

Unit Purchases: Contracts can also be used to purchase, or trade, units. This can happen for units, but not items, because units are connected to the treasury. Unit trades can happen as soon as a contract is signed, assuming they were traded for either smuckers or other units. They simply change sides, no matter where they are. Typically this sort of contract is not done unless the unit being purchased is in the side that is buying him, however.​
Ransom/additional restrictions: Contract can be set up so the smuckers are deducted after the unit turns instead. This setup is normally done for a captured unit being repatriated. Upon being returned to the side, the smuckers are deducted.

City Purchases: Contracts can be used to trade for a city, just like with units. They are connected to the treasury so they can be sold. The moment a contract is signed, the city can instantly change sides.

Gem Purchases: Gems are a bit of a mix. They are both items, and smuckers. While you can certainly buy them for smuckers, and they are sold like an item, the more common use is for them to be used as a smucker payment. Whenever there is a cost that requires smuckers, if there are not enough smuckers in the treasury, gems in the capital city will auto-magically be converted into into smuckers. Smallest gem is converted first, and then the next smallest, until there is enough money in the treasury to cover the withdrawal. Gems can also be drained by exact amounts instead, but it requires being held by either the ruler, chief warlord, or chief caster. Gems that are not in the capital are not converted, unless they are inside a bank.​

Mercenary Pact (10)
This normally takes place with barbarians and natural allies. In return for a unit submitting to the authority of the hiring side, the employer must supply the payment that is written into the contract. A barbarian might ask for upkeep, in return for serving, or double upkeep, or to keep half of all the smuckers gained from razing a city, in addition to upkeep. The moment one side fails to live up to the terms outlined, the contract is broken.

While natural allies can also dictate terms, like a barbarian, they generally do not bother to do so. Simply having a reliable source of funds to pay for meals and equipment is enough. In return, they will obey a employing side's rulers, as if they were their own head chiefs. Rulers are also allowed sole authority on how the tribe increases its numbers. He can give smuckers to the chiefs, and order them to pop/promote units to fight for the side.

Futures contract: An agreement that all future hirings will be at the same cost. Common for barbarians to negotiate with sides.
Bounty contract: The mercenary gets X amount of smuckers for every unit croaked that is on the bounty list. Normally, limited to allied units but can be open ended, so that even enemy sides can get the reward. Need a signmancer for open ended contract. Any unit that croaks the target will immediately get paid.
Additional options: reporting units croaked/loot costs X amount per turn. Can also be pay upkeep and let Jillian keep what she loots. No reporting.​

Truce (500)
-Can be agreed/broken by the chief warlord, or ruler. Enforces a state of non aggression between two sides. While under alliance, units from the various sides see each other similarly to their own units.
-It can be broken at any time, but only by side's ruler or chief warlord.
-Signing a truce immediately allows both sides to move simultaneously. If one side has not started its turn yet, it will now do so. Next day, both sides move simultaneously.
-Upon breaking truce, both sides can move simultaneously until dusk. Starting next turn, they must take turns. Older side goes first.

Alliance (100)
-Can be agreed/broken by the chief warlord, or ruler. Enforces a state of non aggression between two sides. While under alliance, units from the various sides see each other similarly to their own units.
-Allied sides take their turn at the same time. When two allied sides come into the battlespace of a non-aligned side, natural turn order is decided by the youngest side in the alliance.
-Upon signing an alliance, the older side, if it has not done so already, automatically ends turn. Next day, both sides move simultaneously.
-Upon breaking alliance, younger side has its turn suspended, until older side finishes its turn. Younger side can form a new alliance while turn is suspended and then start turn when allies start turn.




Tribute Alliance (100)
-Can be agreed/broken by the chief warlord, or ruler. Enforces a state of non aggression between two sides. While under alliance, units from the various sides see each other similarly to their own units.
-Allied sides take their turn at the same time. When two allied sides come into the battlespace of a non-aligned side, natural turn order is decided by the youngest side in the alliance.
-One side will also give donations to another side, upon signing a tribute alliance. Tributes can be sent either as a one time thing, or as a periodic donation that happens once every X turns, for as long as the alliance continues. If a tribute is not carried out, the alliance is immediately broken.
-Upon signing an alliance, the older side, if it has not done so already, automatically ends turn. Next day, both sides move simultaneously.
-Upon breaking alliance, younger side has its turn suspended, until older side finishes its turn.

Colony Alliance (100) aka. contract of surrender
-Can be agreed/broken by the ruler of a side, only. However, terms of becoming a colony can be offered by a chief warlord. Enforces a state of non aggression between two sides. While under alliance, units from the various sides see each other similarly to their own units.
-There is a smucker reduction every turn, and it works as a percentage of the smucker output, rather than as a set amount. Alternatively, a city can keep the full smucker production, but any units the city pops will pop as colonizer units. Needs permission use units as payment.
-Allied sides take their turn at the same time. When two allied sides come into the battlespace of a non-aligned side, natural turn order is decided by the colonizer.
-Colonies are a more severe form of tribute alliances. They are typically only agreed to as an alternative to being destroyed outright by a stronger nation.
-All warlords from a colony side must obey orders from the colonizer warlords, with the exceptions of the chief warlord/ruler. The chief warlord/ruler of the colonizer can issue orders to the colony's chief warlord/ruler, however.
-Upon signing an alliance, the colonizer, if it has not done so already, automatically ends turn. Next day, both sides move simultaneously.
-Upon breaking alliance, colony has its turn suspended, until former colonizer finishes its turn.

Time Period Contracts
-Contracts can instead be created for X amount of turns. Side that breaks contracts will have to pay the penalty in smuckers, or be forced to pay in cities/units. This is called a severance payment.

Pinky Swear
-Can be done by any unit with the commander special, to any other unit with the commander special.
-Keeps secrets (can't talk about thinkamancer secrets), limits actions (promise to not kill someone while under your hospitality).
-Can be broken at any time, by either party, but unit must say that he is breaking the pinky swear, in order to release himself of the magic.
-A prisoner cannot give a pinky swear, due to the prisoner status leaching away his natural magic (can still receive one though).

Olive pinky swear betrayal:
-I make you no promises about the future," Olive had said. That would have voided her pinky swear not to poison him, wouldn't it? She'd also asked him to kiss her. So she did not initiate an engagement in the city.
-poison kiss not an engagement because it was self harm?

TEMPLE DUEL OF CONTRACTS!
-Ben starts talking about cheating contract. It is open to accidental misinterpretation, and outright deception (Parson said you can't misinterpret contracts though). Hueh says it can't because he can't lie to Sherry
-contract is too loosely worded for both sides to agree to but Hueh will make it understandable when contracting directly with Sherry. Hueh cannot learn of any attempts to trick or else Sherry will know when they sign.
-units can discuss cheating so they can manipulate the imprecise wording, and this cannot worked around after the towers sign.
-Ben makes an alliance contract amendment, so that any money that goes to charlie from the deal goes to GK first, as compensation for losing the money to Charlie PAGE 192
-You can only have one side contract at a time.
-contracts can be ended by one side saying so, by mutual agreement, or by a time count, such as 100 turns.
-contract terms left holes in it
Page 194/179 contract stuff
-TV warlords should know that shooting a gk unit breaks alliance, but it doesn't for Charlie. They don't seem able to know when an alliance breaks immediately on violation, or will cause treasury deductions.
-another cheat. Skyy decided she wanted to turn to GK before the contract set in
-here is an example of guns, part of the contract is giving guns over, but what if there are no guns?
-turning without a ruler's order first damages loyalty to the new side.
-units cannot simply turn, they need someone to turn to. Can turn via a thinkagram.
-cities have to be empty of the side's units in order to turn.
-Part of the contract is freeing Ceasar, but he still has a bomb on his neck.
-When a contract is signd between rulers, it affects every unit on the entire side in some way. For instance, if a contract is about turning a warlord to another side, that warlord is now duty bound to turn, warlord feels the weight of that contract.
-when a contract is signed between cities, only the will of the cities are bound, the units have no duty to follow the terms.
-one thing this contract did not contain were penalties for noncompliance.
-shirley thought that they could return Caesar but the collar would not allow this. If a ruler had signed, would this not have been allowed? Charlie would have known it wouldn't work, but what if he didn't know?
-even rulers need to read the contract, they just know the parts that apply to them.
-hueh created a sort of ditto of caesar to authorise the contract, because a tower can not sign a contract under his own name.
-hueh destroyed the contract because it was made by a the caesar ditto.

Other contract shenanigans.
-contract to give 2/3rds of treasury to whomever breaks alliance first. Other two sides then negotiate that half of the gains would go to the other party. Can't be new contract, must be renegotiated. The half thing would need signmancer.
-Deal of the lifetime was not a link. Signmancer talked about contract while not linked.
-Charlie made an alliance that required Haff to help him attune to the arkendish.
-So Be It Alliance. Limited units that can be popped, and forbade units from attacking each other. Must also keep a minimum troop count and defend each other when attacked. Each side has a half army, and this can be maintained. There are terms that allow to send messages to ruler, and probably other bits of protocol. No penalties for breaking alliance
-alliance has terms to report all expenditures, to pop an heir, to pop a new heir if heir is croaked.
-verbal agreement with carnie. Hired barbs are allied. 500 up front, +2 days upkeep/food to hide audit. 2k if issue with predictamancy is solved.
-Alliance said required to pop an heir, and replace it if heir dies. King thwarted contract by trading heir. He knew they wanted him to keep heir instead.

charlie contract cheating in Dig Dug story: use minimal force. leave city at end of battle. 1k penalty every damage done to city. Charlie fulfilled this contract. Then changed sides, and came back to attack again.
Timeline: Homekey&Deltkey are allied. Numloch hired charlie to attack Homekey. Dawn starts with Numloch turn. Charlie attacks, retreats. Charlie breaks alliance with Numlock. Allies with Homekey&Deltkey. CC's move is now on pause, will resume at the start of the turn of new alliance. Home/Deltkey starts turn. CC resumes turn. Deltkey breaks alliance. CC breaks with Delt. Natural move is Deltkey first, can move his armies in. Charlie can move archons back into the city.

Kingdom Traditions

Most sides, especially royal sides, have a great deal of traditions and customs to follow.

Things like ceremonies, dance, speeches. Popping a flagship may bring units from nearby cities to commemorate the occasion

Magic Kingdom

The magic kingdom is a side that is not a side. In every capital, there is a portal, that allows units with the caster special, only, to teleport to an island hex in the middle of nowhere. This island hex is the home for barbarian casters of all types.

Whenever entering the MK, move is dropped to zero. This means that you do not count as a field unit, and will not be disbanded if your side is destroyed. Many rulers send their casters to the MK if they feel their side is about to end.

  • Hex Border: MK hex boundaries are very large, and extends into the ocean.
  • Flying: Flying is not allowed in the MK. All units must walk while traveling around, especially in the portal park.
  • Hiring: There are several ways to go about this.
    • Most basic way is throwing an open contract through the portal. There are casters that watch the portals, collect notes, and then put them up on the job board. If a caster accepts the conditions, he signs the contract.
      • For more control over getting a caster. Initial note should be to hire a hat magician (cheaper, but must buy a hat), or a thinkamancer. They find someone to do the work (and supply a hat to contact one another, if needed), and a signmancer can be used to arrange a better contracts with the casters.
    • If you have a caster, the caster can directly go into the portal.
  • Portals: Only casters and items can come through the portal door to the MK. Anything harmful is blocked, such as a flood of water, or weapon fire. No restrictions from anything going from the MK to a capital city though.
    • A portal has a base. Under it, only one side glows with blue runes, the side that glows is the side that people exit/enter the portal from. Base goes straight down, deep into bedrock. At bottom of base, there is a "collar".
    • Sided casters always know where the portal to their capital is. Can feel it pulling them towards it.
  • Fires: Setting fires is not allowed in the Magic Kingdom, due to a fear of inferno.
  • Enforcement Council: Rogue casters are dealt with by the enforcement councils, which are vigilante groups of "qualified" casters, who had a lot of respect in the MK. Sided casters can be qualified.
  • Rands: A caster only currency that is only usable within the magic kingdom. Can be used for upkeep. One rand can replace the upkeep of any casters for a single day. Rands show up as an additional purse number.
    • Rands can be manifested as physical coins.
  • Sky: There is a red glow at night? Red moon? During the day, the sky is pink.
  • Hippy Glade: Very little privacy, if any.
  • Dirtmansion: Strongest single fortification in the MK.
  • Outcasts: You are out if you cast for certain sides that have been declared as being banned. Portal gate is blocked up from the MK side. No contact is allowed until side is ended.
  • Long Walk: When a caster no longer has enough money to make upkeep. He heads down to a place called the Short Pier. It is a pier that goes out into the ocean, facing the sunrise. This is where most go to disband. Casters watch the sunrise for the last time as they disband at dawn. This is also considered a last ditch means of begging. Sometimes a caster will give the unit upkeep to last the turn before dawn.
  • Death: casters can fall into despair. There are cheap intoxicants that non-hippies can make that will get you drunk but will slowly kill you.
  • The Grand Bargain: A deal struck that affects all free casters in the MK. Limits certain actions they can do. Lookmancers are restricted as to where they can look.
    • Signmancy agreements are the glue that holds caster society in the MK together. All rules come from various signmancer agreements. Keeping to conventions keeps the peace among all caster members.


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ISSUES:
-Move after capture/escape. Captured units can move through hexes with captors, even when captured unit has no move left. Could count as passenger if on mount, or dragged, but what about forced march? When escaping, how much move does unit have? Is move refreshed or is remaining move restored?
-Move after reparation. There is captured, fugitive, and then reparation. Can a unit have full move for each stage?

Chapter 11- Toma RPG: Non-Combat Actions


Signmancy Decay (moved from chapter 04)

While most infantry units tend to look the same, no matter how long they live, the appearance of a commander can vary widely. They can grow old, and unfit. Depending on their emotional state.

Commanders that stay useful and well regarded can retain their youthful signmancy indefinitely. This requires them to serve some important function for their side. When a commander becomes inactive, has his talents wasted, or actually causes some lingering harm to their side, then his Signmancy gradually deteriorates to the point where they become feeble, diminutive, bloated, or otherwise outwardly begging to be disbanded by an alert ruler. The overconsumption of bad consumables can also decrease a unit's fitness, even if he feels useful to the side (consistent smoking, and/or alcohol consumption will inevitably lower a unit to stage 1 decay).

Should a ruler be the one suffering decay in Signmancy, this could lead to the kinds of madness or infirmity which made their side a ripe target for conquest.

The most common reason for signmancy decay for warlords is from becoming a garrison unit. They tend to feel the best use for their side is fighting wars. By sitting around in a city, they can (not necessarily will, but can) fall down a hole of decay. Growing progressively more unfit as time goes on. Most garrison commanders eventually hit stage 1 or 2 of decay.

To stop this from happening, a warlord should partake in frequent hunting and training. However, even when doing this daily, some of the signmancy of aging may creep in, even if it doesn't affect unit ability.

There are various intoxicants that can slowly kill a unit as well. Usually wine that isn't made by flower power. Get you drunk but slowly kills over 500+ turns.

Prisoners are another type that will suffer decay. Suffering will make any unit become gaunt and weak. Looking older is also common.

  • Stage 0 (?? turns): Search checks drop by 1 (becomes less wary). Extended peace can cause this, even if warlord stays active.
  • Stage 1 (50 turns): Move drops by 1.
  • Stage 2 (100 turns): Move drops by 1. Hits increase by 1. No longer gains automatic initiative on favoured terrain.
  • Stage 3 (150 turns): Move drops by 1. Hits increase by 1. Cbt/def both drop by 1. Increase the hex terrain penalties of all hexes (except roads/cities) by 1.
  • Stage 4 (200 turns): Move drops by 1, to a minimum of 4 move (assuming 8 move to start). Cbt/Def drop by 1. Unit becomes less capable, and loses favoured terrain special. Fliers are now unable to fly (all flier commanders should have a ground favoured terrain as well though). Rider cannot ride (can still be carried, however). No reductions for traveling on favoured terrain.
    • Has trouble running for longer periods now.
    • This is usually where most units stop decaying.
    • Unit will gain elderly signmancy.
  • Stage 5 (250 turns): Loses weapon proficiency. Has difficulty with normal tasks. Some level of dementia starts affecting the unit.
  • Stage 6 (??? turn): Death. Inactivity not enough to get to stage 6. Has to be either severely mistreated, or been in a trimancer link for an extended period of time. Addictions to harmful drugs can also cause death, especially if the drug access is withdrawn while unit is at stage 4-5. During the final few turns, unit will no longer be able to eat, but upkeep does not increase to cover for the lack of food.
Note: Hits do not always increase as a unit becomes more unfit. That happens specifically if the unit becomes obese. If unit does not become obese, unit maintains favoured terrain special at stage 4, but will still lose it at stage 5.
Note: Rate can be much faster if unit is sufferent, rather than feeling useless.


Simply because a unit falls to stage 1 doesn't mean that he will continue. It depends on various factors. In order to keep/regain fitness, a certain level of exercise is needed, as well as more healthy eating habits. A common method is simply going to a training ground to sharpen his skills with a weapon. Time it takes to improve condition is the same amount of time it take to deteriorate.





Hunting/Foraging/mining
-Gaining food/smuckers/items from terrain in order to make upkeep.
-While the act of hunting does not cost move, prey may run into an adjunct hex, and you need move in order to follow.

Beasts hunt by smell. Humans by tracking.

Destructive Foraging
If a hex is destroyed (not by fire) the units that destroyed it can gain smuckers as a reward. However, by doing this, the hex will not be able to sustain any forage/hunting for 1000 turns. Forests that have been razed by fire regrow within 50 turns.
Forest hex- 5000 smuckers

Scouting
-units can only generally see what is in a hex.
-City towers can be seen from up to two hexes away if they are over 30 feet. Can be seen from 1 hex away if 20 feet.
-Fliers cannot generally see other fliers in adjunct hexes. Can see smoke.
-units surveying favoured terrain have a better chance of figuring out if a unit is there.
-level 2 city could not be seen until fliers were in an adjunct hex. If tower was maximum height then would be able to see from three hexes away.
-Whenever a unit enters the city space, unit will know name of city, which side it belongs to, if this is a capital city site, and if this capital city site is the actual capital of the side.

Spying/Searching
Effective scouting is done in the same hex. Bats can only search within a hex. Some large objects can be seen from up to two hexes away, such as tall towers of cities. Some hexes seem to have easier visibility, such as spotting a unit over a water hex, but that only counts if the other hex is also a high visibility hex. Sammy could see Ossomar from several hexes away as well.

Hiding scout with favoured terrain > searching infantry with favoured terrain
Hiding scout without favoured terrain > searching infantry with favoured terrain
Hiding scout with favoured terrain > searching scout with favoured terrain
Hiding scout with favoured terrain < searching scout with favoured terrain & higher level.
Hiding scout without favoured terrain < searching scout with favoured terrain.
Hiding scout with favoured terrain = commander
Hiding scout without favoured terrain < commancer with favoured terrain.

Units without the scout special are terrible at finding units that are hiding. Any unit with scout/favoured terrain can not be found by infantry units without either.

Hex Barrier
Units may not pass through a hex with no move, but may be captured and dragged through by units on their turn. Units/objects that are claimed can pass through the barrier with units that have move, but almost everything else can't.

If an allied/sided unit is on either side of a hex barrier, objects can be passed through. Must have a unit making physical contact with one hand, and the other hand passing the object through. In this circumstance, the hand holding the object may pass through the portal to give to the other unit. The hand may not pass through the barrier further than the wrist in this manner. Anything that can be lifted in one hand can pass through. This is most commonly used to pass notes. Nothing alive may be transferred in this manner. Only scouts can pass objects through the barrier in this manner.

Horns
Horns are used to signal many things. They signal the start of dawn, when allies enter a hex, when enemies enter a hex, if the units entering a hex are ground or air. They require units to play. Not sure if units are given an extra sense to know when they are supposed to sound the horns.

-Blew in 3 sets of 3 to signal turn end.
-Army units can blow horn to signal their arrival. Jillian did this to see if a city was deserted.
-Single horn request for parley.
-All clear signal.

Bells
-Ships use bells instead of horns.

Gardening
pitiful garden of wild veggies, good for 1 meal every 25 turns. Dirt can fertalize, which doubles yield for 40 turns. Can also improve soil quality, smaller improvement but lasts longer.

Meals
Units get 1 meal a day. Normally pops at start of turn, but units can cause meal to pop later on, if busy.

In rare instances, a unit may not be able to eat for the day, such as when unit is under a sleeping spell. In these cases, double upkeep for unit instead.

Food items do not depop if stored properly.

Can eat animals without cooking. No parasites. Food must be soft enough to chew, however. If hide is too tough, then may not be able to eat. Most smaller animals can be eaten raw, without tools. Heavies are generally too tough for humans to eat, without fire and knives.

Reducing upkeep: Depending on the type of food, eating extra rations would reduce a unit's upkeep by a substantial amount. A good solid meal in addition to your popped rations generally meant cutting your next turn's upkeep in half for units with the purse special (barbarian and sided units alike). All other units can have upkeep entirely eliminated by in this manner. Prepared meals gave you more upkeep relief than just eating raw forage or produce.

Water
Water, and liquids, is a nonessential for Erfworld units. While Erfworlders do have some variant of blood, they do not bleed. Therefore, they do not have to constantly replace liquids in their bodies.

Traveling
Carrying food reduces upkeep. Supply wagons are used.
Tents seem to pop on demand, so carrying tents should also reduce upkeep?
Lanterns are an alternative to powerballs.

Claiming
By touching an object and giving a push of will, any object can be claimed. When claiming an object, you can enforce your signmancy upon the object. Corpses can be claimed. They must be further modified to prevent it from being de-popped, however.

Captured units also count as being claimed.

Falling
Falling damage is done via a saving throw vs incapacitation/death, rather than by rolling for damage. Any unit can survive a fall from any height, if the unit gets lucky.

Hide/Search

Infantry units may not hide unless scouts/commander or in a stack and under orders.

Hide is a defense roll, modified by size and terrain speciality. Removing armour gives a bonus to hide for infantry, rather than a penalty.
Search is a combat roll, modified by terrain speciality, bonuses for commanders.

Automatic search whenever a unit enters a hex with an enemy. A second search if unit wants to be careful. More searches can be done with additional units added to the hex.

-flying low. Helps avoid being spotted, especially from adjacent hexes. But it limited your view. Leaves you in easy range of any ground units with archery or reach.

Terrain: Terrain types also play a factor in hiding
-Stormy hex. Ground/air units have massive penalties to find each other in the same hex.

Gambling
Coins, are the most common method of gambling. Coins are a fabricated nonmagical currency. They are collected and spent as a mark of status among the units. They were not generally an item that warlords used, but warlords may carry a pouch of them to disburse to underlings as rewards for exceptional performance or behavior.

Not every side controlled their coinage this way; some rulers didn't even allow coins at all.

Body parts are also used for gambling. Toes are common.

City fires Book 2 - Klog 5
And who knew if any of that was even true in Erfworld, which had its own fire physics? Units caught in an inferno took damage randomly and could take a few specific actions like fleeing, fighting, and casting. There were damage penalties when moving, fighting was done at a penalty, etc. Some of it didn't make a lot of sense with the actual physics of combustion.

So he sat on the floor, planting his ass in the empty portal, and touched his bracer. The Warlord Antium and the last four Decrypted troops were beating the flames with cloaks and rugs at the other end of the room. That had seemed pointless at first, but then he remembered something about how units taking action to fight the fire could effectively transfer their actions to a unit they were protecting.


Rivers

It costs move to float with a river.
Rivers can be blockaded Not sure what that does, will the river just stop, or will it overflow?

Sleeping

Fliers can sleep in the air. Costs 10% maximum move for next turn. Effect is not cumulative.

Capture and Escape

When captured, a unit's move drops immediately to 0 and remains as such for the rest of the turn. Cuffs are placed upon the unit's arms. Legs can also be cuffed if unit is personally captured, along with a collar/leash combo that the captor will now hold. Captured unit has 0 move for the turn he was captured on.

In order to move a captured to a different hex. Unit must be carried on a mount. Some items can also allow a non-mount to carry a captive. Capturing unit can treat prisoner as an item, but must keep hold of the capture leash. As long as he is in contact with prisoner, prisoner can pass through any hex the captor has move for. If captor is croaked in a contested hex, in which he also made the capture, prisoner is auto-magically reperated.




Rules for Jailing: Book 3 - Page 9 - Parson's Klog 1
-Rulers lose all their ruler senses while captured. Cannot sign contracts for the side. Cannot give orders.
-Captured units stay captured, unless commander. Non commander prisoners can't do anything other than passive resistance. They cannot move without permission. A prisoner could remain unmoving, could refuse to turn, refuse to give information but could not run away if not allowed to do so. Commanders, on the other hand, can always attempt to escape or fight back, unless restrained.
-Captured units cannot see the stats of other units.



Prisoner upkeep: Costs 1/4 normal upkeep. Amount is not decreased if prisoner is fed food from larder.

Chains: Chains drain juice, prevent thinkamancy, and enforce obedience for non command captives. There are three sets of chains. Chains for arms, legs, and neck. Neck chain has a leash, and can kill captive with a thought. Generally only used for commander units.
-All captives start with a pair of handcuffs on the arms. This can be expanded to including a pair of leg cuffs for the legs, and a leash and collar for the neck. Captor can hold the leash to direct the captive. It can also be minimized to a single shackle on a wrist.
-Commander units do not need to obey commands given. In order to force compliance, captor must make physical contact with captive and will for the leash and collar to form. As long at the unit is holding the leash, the captive must follow along with wherever the captor is going. Captor can use the collar to stop a unit from talking, or to decapitate captive at the end of a combat round where the unit took no other actions. Leash disappears should the captor lose his grip on it.
-Shackles for the legs limit the movement of the captive to 1/2 maximum move.
-The chain can also be shrunk to a single cuff on one arm, for prisoners that are allowed more mobility. Captor must make physical contact with the captive to alter the restriction setting. Additionally, there are settings that shrink or expand the chains when in a jail cell. Chains shrink to the single cuff form when locked in a cell, but then expand as soon as door is opened.


Capture Net: Can be used to capture units.

Fugitives must eat every day or else become a prisoner again.

Jail cell: can make manacles appear and disappear at will. can be attached to the walls, ceiling, or floor, to keep prisoner immobile, in various positions. Chains can lengthen or loosen. Jail cell is dirtmancy. Makes it more difficult for prisoners to escape. Becomes just a door when no prisoner. Can be bashed open (a kick can count).

Barbarians keep any money they had in their purse upon being captured. Purse is filled to full upon escape. As soon as free from enemies, unit becomes a free barbarian again.

Captor Freeing units: Any warlord on the capturing side can free a prisoner. Doing so will auto-magically reparate unit back to side. If side no longer exists, freed commander units go barbarian, and freed beasts go feral, but infantry cannot be freed without someone to free them to, so they remain prisoners.

Lockpicks: Need specialised tools to do so. Can't normally pick locks.

Fugitive/ Reparation


  • Fugitives/prisoners are reparated by making physical contact with an allied/sided unit, or by capturing a city.
    • Cannot build a city. As fugitive, as unit does not have a purse.
    • Can create a new side, if a capital city site is found.
  • The first turn that unit starts as a fugitive regains all juice based abilities. Casters can now cast. Commanders can see stats.
  • When running around in an enemy city, a ruler can sense whenever a door is broken, or when a trap is set off. Significant damage to walls can also be noted.
  • If fugitive escapes during the captor's turn, unit takes his first turn at the same time as captor side. Next day, fugitive takes his turn before captor side.
    • Fugitive takes turn like barbarian/feral for all other sides, except captor side.
  • If unit is reparated on turn, he immediately regains his equipment/move, is healed, fed, and has juice restored.
  • If unit is reparated off turn, he may finish his fugitive turn (only if unit was a fugitive beforehand). Once fugitive turn is over, captor side starts side, along with any other sides in the area with a natural turn before your side (if natural turn of your side is before captor side, and any other side that shows up, then you are reparated on your natural turn immediately). Unit must then wait for for his side's turn, before being restored.
    • Unit is considered offturn if he is within the battlespace of another side that has its turn before the fugitive's turn, or if it is after dusk/before dawn.
  • Rulers are never fugitives. Automatically rejoin side after escape.
  • If a fugitive cannot get enough food during a turn, unit is recaptured at dawn. Move drops to 0. Exact location is know to capturing ruler. If no capturing units get to hex by end of turn unit becomes a fugitive again next turn.
  • If a basic infantry unit is released from jail, that unit gains the scout special, and can survive as a barbarian. This is one of the only ways a sided basic infantry unit can survive the fall of the side, and evolve to something more independent.

Standard Gear for warlords?

-Bedroll/hammock
-consumables (smokes)


Lifestyle Magic?

-infantry units can use magic to create sparks. Can upgrade to a flame if sparks land on tinder.


Off Turn Tactics: Book 2 - Parson
Falling/ Air attacking ground in cities: Book 2 - Parson
Harvesting Book 2 - Parson
Thinkamancy impressions by Parson Epilogue 14 - Parson and the Great Minds 1
Map of GK and the surrounding area. Book 3 - Page 41



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Chapter 12- Toma RPG: World Features

This is where I will be adding additional stuff about the world, maybe add a map.


1. Hazards

Insects: There are colonies of insects that are of various threat levels. The most dangerous can eat a medium sized unit. They can be repelled by smoke/incense. Some insects wait until nightfall to attack.
Example: bullet ants can immobilise sleeping tiny animals quickly and then kill them.

Fire: Fires are generally limited to the hex.
Smoke: Can spread to adjunct hexes. Can depend on wind blowing. Two hexes the limit for ground units suffering from smoke inhalation.

2. Terrain

When making a overland map, might be best to shrink the map by 1/3, or more, in order to fit everything in properly. A big map is difficult to create.

Ruins: These do not count as city sites. Pops treasures and traps.

Maps: Terrain of erfworld stays mostly static, down to the weather hexes, but there is a certain amount of change that can happen. Terrain types can shift suddenly from lake, to plains, to hill, to mountain. Terrain cannot just change from lake to mountain. When destructive foraging happens, it takes 100-200 turns for the land to recover.

Roads: Leaving the road, for any reason while traveling, costs move. If you are walking on a road on the plains, and you leave the road to hunt, then that costs 1 additional move. You may leave the road when move is 0, however.

Rivers: Rivers can be small enough to trace the hex borders, or big enough to take up a full hex of space.

Special Materials: There are some materials that cannot be replicated by casters, and must be gathered to make certain items.

Weather

Weather gives off different penalties

Heavy rain has a lot of lighting strikes, and visibility is poor. Move penalties

Resources

Gems/precious metals.


3. Arken Tools


Arken Tools

All tools drink from the source. Have unlimited juice. Cannot refill juice of others.
Arkentools can be brought to life, like a city tower, but doing so kills the casters.
Half upkeep for favoured units? Archons and dwagons (decrypted no upkeep).


Arken Hammer
  • Can tame any feral by hitting it.
  • Can shoot natural shockmancy
  • Allows unit to fly.
  • half upkeep for dwagons.


Arken Pliers
bleh
  • Can decrypt any corpse of a unit.
    • This includes natural ally units. Natural allies will refuse to be allied with your side, however, if you have decrypted tribal units of a faction, you can not ally/remain allied with tribes with the opposing faction (this is why wanda did not decrypt the elves, since that would have caused the hobgobwin tribe to break alliance).
    • Can decrypt while a prisoner (normally magic is drained by the prisoner cuffs, making spells impossible, but Wanda could still decrypt with them attached).
    • Can decrypt units that are under bedrock.
    • Decryption is turnamancy? (pliers dispense turnamancy)
  • Can repatriate any decrypted unit while linked with a thinkamancer.
  • arkenpliers may be able to sever any bond of think or datamancy. Could sever duty, loyalty, maybe the connection to a side. Force barbarian? Break link to attunement itself? That was what Parson was considering.
  • Can see through the eyes of a decrypted unit with thinkamancy, or share senses special. Can do this without juice, and while unit is a prisoner of another side.
    • Seeing through the eyes of a decrypted, even ones with thinkmancy, even while linked with a thinkmancer, is considered impossible, and this is especially so when they are prisoners. Even for Charlie.
  • PAGE 143 trees are alive but have no hearts. dolls are not alive but have rudimentary g-strings enhanced golems have h-strings Wanda feels the heart with pliers, not the mind?

Arken Dish

Charlie didn't know Jed was sentient.
-charlie withdraws from channels, and empty channels doing odd things. Related to temple changes? What does it mean to withdraw? He can only look at one or two at a time anyway, right?
-charlie can't record links? Doesn't know about Maggie making Jed. Doesn't know anything about her connections with jed
-charlie not recording big think either.
  • Mad Max, the thinkamancer, likely linked with Charlie to allow him to carny the arkendish and attune himself to it.
  • Unlimited thinkagrams
    • Can sense anyone trying to get in contact with him. Process can take hours
      • One shortcut Charlie made is his coupons that say "special order" and it can get you in touch with charlie. He probably pays a carnie to toss these in the portal of new sides.
      • Has many active channels that he can turn on and off at will. Can put people on hold for a thinkagram while he works on a different one. Limit of around 50? Other channels are passively recorded.
        • When Charlie had a bunch of dolls turn to him, only the higher level ones opened channels to him. Possibly he just wanted to focus on the stronger ones and set the rest to record?
  • Can micromanage his orders to a single unit to an absurd degree.
    • Cannot see through the eyes of an archon though.
  • Can link with golems and allow them to use magical items, including scrolls.
    • Archons may be possessed in this manner. Fox 5 can be used to cast scrolls?
    • Archons can feel Charlie's body for him. Can share his senses when his power runs through her. Can even hear his thoughts.
  • FOX 5: A limited number of archons (5) can share some of Charlie's power. Tondelayo fooled at 3, danced at 2, led at 2, stitched at 1 (at level 8).
    • Taking switch is taking calls for charlie
    • They organize priority call ratings. p0 is most important, p10 is least.
  • Can monitor one side of a thinkagram
  • Can link with dollmancer to turn a magical item into something else (magic items normally resistant?)
  • Overclocking: Charlie can speed up a thinkagram "clock speed: critical", allowing conversations to happen in seconds that would take minutes. Doing this requires a link with the other party. Normal speed is "sped"?
  • Charlie can see through the eyes of any unit with the share senses special. Has to do this one at a time though, so it takes forever to go through thousands of bats to find a good one. Shirley can find a good one in seconds.
    • Charlie can see through the eyes of any unit with the share senses (?) special. Has to do this one at a time though, so it takes forever to go through thousands of bats to find a good one. Shirley can find a good one in seconds.
  • Stopped spying on Haffington by the Great Minds.
  • charlie got bill to turn and every doll bill made in the city turned with him.

  • Can possess dolls on his side, but can only use the doll viewpoint while possessing it. Dolls can use magical items. Can probably do same for fox 5.
  • City Improvements allow
    • Remote links (dish needs to be maximum size and put on top of tower)
    • Can monitor both sides of a conversation.
      • Can record every thinkagram in the world and review them all.
    • Can record all orders given by every commander unit that has been marked by a side. This includes build orders for cities.
    • Recording of anything the dish can intercept
  • Powered connection: permanent lighting; shockmancy traps; commtower remembers and records things
    • Can't refill juice though.
    • Can record what a golem scout sees.
    • Charlie can take notes like with the eyebooks. Doesn't seem able to have the same memory recall that a true thinkamancer has.
  • Unpowered improvements : Channel monitoring;
Wonky Wrench: Plows through bedrock; attaches wires to base of portal to drain juice from it (can be turned into multiple things, including shockmancy traps. Can't be used to refill juice). Breaks portal collar, making portal fragments that can be used to enter the city the portal is a part of. Collar of portal is the section with the glowing blue runes. Spot where wrench hits it will burst into portals.

Units can also exit through portal fragments by feeling round at the base of a portal. Hands will enter at bottom of portal (walking normally sends you through the normal portal exit), if hands feel grass, it it main portal, if feel bedrock it's one of the fragments. Can test to see if fragment is big enough to fit through or not. Can disable the block, which allows non casters to enter the MK. Can be done from the city side of the portal. Portal needs to be exposed to carny it (Everything below portal itself counts), and collar broken to create portal fragments.

Portal scroll: Uses wierdmancy to loosen the grip of the spell that summoned parson, so he will go back to earth. Parson can only cast it if he wants to.
-Jed pulled parson back by using treasury/date-a-mancy threads, not thinkamancy. Most went to maggie because Parson her most important person. Jed could only use units that were sided to pull parson back


Capital: Modified with portal juice (electricity). Powers lights, and many traps. and gun emplacements. All cities within 100 hexes are wiped out.
-storybro: ???
-portal is protected by double siege doors and interlocking shock traps, unfortunately floor us vulnerable to siege.

Guns: A long range weapon. Shoots twice per round. Can also fire 10 times per round, but large accuracy penalties. Has a 50% base crit chance for units that are within 1 size category. Can be used by any infantry unit. All targets are considered unarmored. Shields can block bullets.
Archons: Dollmancy: creates etsies (tiny ground units with no combat special)l creates raiment.
-Stitching at 1: Making Etsies spend a full turn of juice and then 5% chance to bring it to life or scrap the work. They are tiny, have no move (can move slightly but not out of hex), and no specials.
Capture nets: good for catching units non lethally, and keeping them captive. Has features only usable by archons. Made by Dollmancer Poe.
Rainment: Keeps you dry while it rains, negates rain whether effect. Made by archons with dollmancy?

Over 30k failed etsies in the outer walls, and there are 1,200 living ones. 'Used as bait for to be auto attacked by other sides. Ferals don't bother, since they aren't food.




Arken Shoes
Unlimited move
Can teleport back to capital city at any time.

4. Made from Links

-torture box (croak/turn), no need to eat. causes pain. Touching box allows you to understand exactly what captive is feeling. (1)/hunger (3)/cold(2)/itch(4)/ hear screams(3)/box rolls (4)/ blind/deaf (3) 20 turns. (1) tombstone made; (2) rest; (1) gravestone; (4) rest; breakout

-hero buds (hippy/turn). During the first 10 days, will give up just about any information for a flower. Can resist turning, but difficult. Impossible to not turn if side is destroyed. After 10 days, Intoxication levels drop and the drug haze stops after a shorter, and shorter, period of time. The shorter the duration of the drug, the more you are able to resist the effects. You become capable of resisting interrogation again, but you are unable to think about escaping. For a fair duration, you are not capable of fighting back either. It takes 30 turns to become permanently addicted. After 60 turns, drug no longer causes hallucinations, or much bliss. All that remains is the addiction, which using a bud can satiate. Over a longer period of time, you get used to the pain of not having a bud, and can function without it. Eventually, however, your body will start to deteriorate. Takes 500-1000 turns to die.

The Hero bud cure spell (carny/heal)

Canry can keep you alive when no healing can save, but can't heal damage (charlie did this and became permanently incapacitated). Heal can restore body as well, even if it normally can't heal the damage.

5. All standard Units

-River barge
-ship has 4 long boats. Only good for 1 hex travel (or two, for returns?), and must have seafarers to row. Barb must not be in a hex that has capturing side (or allied) units.
-small sailboat. Can be manned by a single non-mariner, but can't be used to do anything other than roll along with the river current.

Standard stabber varients

-bugler: plays when units appear in the hex. Played to fliers as a warning when enemy tower grew. Plays when alliance is broken.
-Siege Tower: 8 diggers and a rolling tower that covers the diggers from attacks from above. Takes 2 turns? One for the diggers and second for the rolling tower, or are towers built in the workshop? Rolling tower can only be used on roads. Must be pushed by other units, and will lower move of pushing units by 1 unless units are heavies?

Caster pop chance: 1/3rd for first caster; 1/5th for second caster; 1/10th for third caster, 1/20th for fourth caster. No new casters pop after 4 are acquired.

Ships

Ship 1: 2 masts; 9 beams; 49 crew
Ship 2: 3 masts 13 beams; 104 crew

6. Sides of Note

Adding some details of various erfworld sides. Can be from canon or made up.

CharlesComm

The most famous side in all of erfworld. Run by Charlie the mysterious overlord that attuned to the arkendish. CC has been the premier mercenary and communication side for thousands of turns.

Units: Only has archons and etsies.

Cities: Only has a single level 5 city. Heavily modified by carny magic and dirtmancy.

Transylvito

Ruler: Don King
Cities: 8 cities
Capital: Level 4 on mountain hex, weak walls.
Units: Doom Bats (rank1); Guard Goyals (rank1); Skanks (rank2/scout)
Golems: Moll; doll
Casters: Moneymancer; dollmancer; thinkmancer

Gobwin Knob

Ruler: King Saline IV
Capital: Level 5 on mountain hex.
Casters: Dirtmancer; thinkmancer; Lookmancer

Jetstone

Ruler: King Slately
Capital: Spacerock (primary); Jetstone

Unaroyal

Ruler: Queen Bea
Capital: Level 4
Casters: Carnymancer; Turnmancer; changemancer; findmancer (frequently hires thinkmancer)

Faq

Ruler: King Banhammer
Capital: Level 4
Cities: Two cities, both level 2.




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Chapter 13: Naval Warfare

A real mess of a chapter. No idea how I'll be organizing combat rules from all this.

1. General Information


Crew: Each ship had an optimal crew size. Ideally, the crew would be entirely comprised of seafarers. For a given turn, the ship's total move was calculated by the total move of all seafarers in the crew, divided by a number that was determined by the ship's design and condition. Non-seafarers in the crew contributed only one move each to the total. As the ship moved to a new hex, all units aboard–both crew and passengers–had their move reduced proportionately, so that the ship and all units aboard reached zero move by the end of the turn. This prevents exchanging passengers for crew to extend move.

Beasts cannot be crew. All units that are a part of a ship are considered to be under the watch of the captain, however. beasts count as passengers.


The Flagship is the fastest ship, a 3 mast ship vs 2 mast ships. Again following the principle that bigger is faster.
Smaller ships have a better turn rate.

His cabin (first mate cabin) contained six books, and he'd read them all.
1. Navigation; 2. fleet maneuvers & tactics; 3. Beastiary of local ocean ferals; 4. signal flags & livery; 5-6. Commissioned books., made by a signmancer with information about the Side. These all pops with every ship commissioned. No books of scripture. Possible the beastiary is also a commissioned book that ended up in the library. Maybe rulers can decide what books go into ships.

One was about navigation, so he attempted to chart the Unsinkable II's progress on one of the three maps he found in the iron-bound trunk. But winds and currents had a partly random effect on a ship's progress, and nobody gave him the wind readings or current soundings. He got disoriented by some of the course changes they'd made. By the third day, he could only guess at how much progress the ship had made toward Uwotmate.

He'd seen what the crew ate and drank. Most of it came out of dry stores. Except for a pot of porridge or stew in the evening, almost none of what they ate was cooked. The rest of the fish they'd hauled in from the dragline would either be pickled, thrown into the stew, or eaten raw. They also drink grog, which is 4 parts water and 1 part dark rum.

When a ship is captured by another ship, the captain of the capturing ship can rename the captured ship.

Captured ships do not have move refreshed. Must manage with whatever move the crew has left.

The Admiralty recently acquired some quite remarkable intelligence, in the form of the complete vessel registry for the Anchorbar Navy." How do you get that?

Ships use bells, instead of horns, to give the basic messages of enemy sighted, and such.

Ships have nets for fishing game.

The warlord with the mustache had been automagically clapped in irons when his ship fell, becoming a prisoner of the Double Eagle rather than of the double eagle. Ships function like cities. What areas need to be captured in order to take over the ship?



2. Ship Design


The perpendicular timbers that held up the sails were called "yards," and it was from there that the ship's "beam weapons" could be fired. These were blasts of Shockmancy stored in the masts, the total power of which was determined by the ship's design, condition, and crew, in much the same way that move was calculated. (A small degree of her offensive power was something
else that Forecastle's presence in the crew was costing this ship.)

The ship was equipped with only one furnace for cooking and baking,

Capital ships have armour ignore special equivalent. Can tank damage from non heavies. Larger ships are higher over the water so the deck cannot be attacked by most ferals.

Ships have barnacles. Dirtmancer could maybe increase speed by putting copper plating

Ships pop with crew and passengers. Warlords must be popped separately.

Ships with 2+ masts generally have 2 warlords to command the vessel, while 1 mast ships only have a single warlord.

Ship of the Line: 400 basic passengers (50 turns), 60 scout crew (10 turns) +1/3rd for ship item = 90 turns total.

Bigger ships have an inner and outer hull. Frigate sized ships have both.

Flagship- Ship of the Line
ship 60 crew.
-1 admiral (high ranking warlord)
-1 first mate (warlord)
-1 second mate (warlord) Also was main navigator
-3 helmsman (scout; "officer") Helmsman can also take the navigator position

officer may be a word for scout, which means my idea of 60 crew scout is wrong. If officer is scout, that explains why only 3 officers left when ship was transferred.

First Flagship: 60 crew; 400 passengers (mix of seafarer and ground). 3 masts. Ship of the line. Flagship. 90 turns to pop?
The ship's three masts, from front to back, were called the "foremast," the "mainmast," and the "mizzen." The mastlike protrusion ("spar") jutting out from the bow of the ship was the "bowsprit."

Second Flagship: 60 crew; 310 passengers?. It should be 400 passengers again. Unless units were popped separately. Popping units separately doesn't really fit with the established lore, however. Items pop with units.

Less than half of the original 352 units in the ship. If the ship actually had new ship only had 310 passengers + 60 crew then that puts it at 370, and there were some losses before the battle. Hmm. First flagship had higher numbers though. 400 basic passengers (50 turns), 60 scout crew (10 turns) +1/3rd for ship item = 90 turns total. There could also be knight class units, however. Pooners seem to be knight class. Officers may be knight class.

Deck is 60 paces
-four longboats and two launches hung from her rails, sealed with rubber-coated canvas tarpaulins.
-managed to take 15 blasts and still remain functional


Flagship Move:
-Current rules for move is that a seafarer commander would have 9 move. Therefore, the closest match would be 9/1, divide by 3, rounded down.
-Flagship has 60 crew (470 move) Two of the crew are warlords, for a total of 474 move. Divide by 3. 158. Or 155 (rounded down) with a non-seafarer first mate.
-An all seafarer crew of level 2 would add an additional 60 move for a total of 178 move.
-An all non-seafarer crew would reduce move to 20.
-this total is for optimal conditions, ONLY


Double Eagle (frigate)

Four beams from the mizzen and two from the mangled main were fired. 4 may be the standard per frigate mast.

Probable 3 beams. Size of beams may be important though. Main mast may have more firepower, when undamaged.

-2 decks lower than the flagship (aka. ship of the line). One deck lower and the highest waves of a storm hex can wash over the deck. An oven is around midship. On frigate, that is 3 decks down?
Frigate seems to be a 3 mast ship, but is significantly smaller than the main ship? Don't understand.; frigate has 2 launches

Has 2 launches. No longboats.

Ships
-ship 60 crew. 400 passengers. 3 masts. Ship of the line. Flagship. 90 turns to pop?
-fleet of 18 ships with 30 masts; 27 warlords; 2k men
-fleet of 21 ships 32 masts
-fleet of 9 ships and 22 masts
Sloop
barque
schooner
clipper
frigate

-4 decker battleship??? man-o'-war? Is only a deck and a half higher than frigate, so man o war smaller than ship of line? May normally be 1 deck lower, because frigate was "low in the water" from damage sustained. Battleship also had the chief warlord though, so it would have to be strong.

Masts

sails on a mast may determine the number of beams fired from every mast.
ship of the line has 3 masts
frigate seems to also have 3 masts,
Man-o-war stated to have more masts but wiki says they have 3 so sails are another determanant?


Repairs

Took 3 days to repair at port. Can't instantly fix damage.




3. Combat Tactics

Standard ship-to-ship tactics were to pull alongside an enemy vessel and fire a "broadside" of blasts at them all at once. But the spars could also be fired individually, and the bowsprit could shoot forward. Doing a broadside may cause the two ships to pass by each other, when not in a good position, can't fire, leaving a few minutes to reposition your ship before the attack can continue.

you can also Put down gagplanks and use them to cross and board the ships

Bowsprit beams
Port Beams

Beams are not precision, High risk of damaging ship when attacking even huge ferals beside the ship.

Ramming is also an option. A good ram can kill a huge feral. Can also damage/sink the ship it is attacking, if the feral is not take the full force of the collision.

Ferals can hide in the wake of your ship. To avoid this, make sure to have 2 ships traveling together to check each other's wakes.

A sea dwagon can destroy a 2 mast ship.

Going overboard frequently leads to drowning, unless one of the little boats is already near you. Wouldn't throwing a rope be fine?

May need to enter hex to see ships? Should be able to see adjunt hexes but scout ship was a 1 mast ship so maybe no crows nest?

They would even have known the likely direction of the enemy's approach. His book on naval warfare said that gave you a big advantage. You could maneuver to hold the "windward gage" or something.

In a storm hex, the waved rock the ships more than normal. In this case, it was 4 decks worth
If the enemy intended to take out Unsinkable II's beams and sails, they would wait to fire on the up roll, so that their shots would strike high. If they were aiming to blast the crew and the hull, they would wait for the down roll.
Ship beams probably have issues aiming then.

The Unsinkable II had made a sharp, last-second turn to surprise the Anchorbar frigate with a grapple instead of firing on it, which resulted in a hard, scraping collision at both ships' bows. They'd gotten their foremast yards and rigging entangled, leaving the two warships fixed together in a V formation. In these high seas, the interlocking caused damage to both vessels, but it did mean that neither ship dared to fire her beams.

Laying down a gagplank takes a team of 4. Used 3 teams of 4 when the ship of the line boarded the frigate. You can throw off the hooks, but you can't be armed while doing so. Probably also makes you prone to fire.

The approaching man-o'-war was rigged to grapple, with hook-swinging sailors lined up at the bow and along the rails. Grappling is about throwing grapples over to lock the ships together. These can be hacked to resist. Gagplanks can not be resisted.

Being one ship against a formation afforded Double Eagle an advantage in agility. She could turn as she wished, but if the long battle line wanted to change course in response, then orders would have to be given, and signal flags waved down the line.

In its pursuit, the enemy formation was like a fishing net, intended as much to cut off the quarry's route of escape as to align their own firepower. Its leading edge was knifing in on the northeast side, where Anchorbar had the greater benefit of the gage.

At first, the Anchormen allowed the frigate to slow and sail closer against the wind, giving up her speed and distance (the only tactical blessings she still had left). But as it became clear that the Seaworld ship might just be able to round the line and squeeze by, their tight formation finally broke. A barque and two fast brigantines hove to and lagged behind the fleet, holding back in case of a chase. Then the remainder of the Anchorbar line bent and swung around to the southwest, to cut off their retreat.

At the fore, the man-o'-war did not try to race to cut them off. Instead, she trimmed her sails and lingered, as if welcoming the chance to lay down a raking broadside or two as Double Eagle passed within her range.

"Three held back, and the line's down to ten," he said to Carrack, pointing. "They've had to spread farther apart."

-frigate was faster than the fleet because the fleet was sticking together? Fleets move at the pace of the slowest ship and turning is VERY difficult for fleets.

Damage and repairs

Ship was really damaged, ship repairs allowed it a single point of move. Additional repairs got move up to 6.






Move
non seafarer as crew hampers flagship by 3 move.

4. Ocean Hazards

Storm (Squall) hex Damages ships.

He leaned forward to stare right back at Chequer. "If it wasn't a direct engagement, I can only think that it was a hazard or trap of some kind. Some terrible unknown hex type which destroys all vessels in it. A...reef or a whirlpool. Or an intermittent storm. Maybe the Anchormen knew about it, and they lured or goaded the fleet into the fatal hex."

Falling overboard

Falling still does natural shockmancy but only if you start from a higher area, such as the rigging/sails. Falling into the sea can not instantly croak.
Difficult to find units that go overboard from big ships. Difficult to stop a ship, or turn it around.
Generally, an overboard unit is considered lost, unless there is a skiff being sent down at the time, and the ship is not in the process of moving.

Going overboard in a storm hex is MUCH more likely to lead to death. When ship was sinking, and crew transfered over to new ship, 90 were lost to the storm. Probably would have been much less in calm seas.

keelhaul: a typical form of punishment for disobedient seafarers. Units are thrown into the sea, and then dragged along the underside of the boat.

5. Living on the Sea

-Card games and dice are common entertainment.
-Ship's bell rang out, in three groups of three clangs. Signaled turn end.

Seafarer special

Move for ships is much lower when crewed by non-seafarers.

Additionally, the sheer amount of information needed in order to sail a large ship is more than a non-seafarer can grasp. Commands must be given in the correct way, or no one will listen to it. Non seafarer have penalties for moving on the sail rigging. A translation is basically needed if a non seafarer warlord is in charge, or the ship just will not be able to function. Warlords can pick up some general terms, after extended learning, however.

Fears and Superstitions

-Fear of fire

It's bad luck to speak of such things when we're underway. You ought to know better than to speculate upon what perils we may encounter. That is tantamount to inviting them." (that same turn, they got attacked by one of the discussed ferals)

Elaborate beliefs about Signs, Luck, and Fate. They placed coins between the planks by their bunks. They hid their shoes. They didn't allow anyone to whistle.

Double eagles were supposed to bring both good and bad Luckamancy, but mostly bad. When one perched on your ship, it allegedly guaranteed that not all aboard would make it safely home. If you acquired one on your maiden voyage, then the ship would not see its home port again for a thousand turns, if ever. And if one came to your ship on a milestone date of your voyage, such as the midpoint turn, or a round number of turns out of port, then the ship would soon be in for serious trouble.

Seafarers cannot tame beasts, may have a dislike for them.

Biggest taboo: "A crewman will never tell a captain when all is lost, even under direct order. The sailors think that if they say so, then they've bound Fate to make it true. The captain is the only one who decides that. And it's one privilege of rank a captain could do without."

Ships running away from a lost battle is dishonorable, can be something the crew will mutiny over. Cat's eyes were shut. Her head lay on a pillow of burgundy corduroy. "Stay and croak, or dishonor the Navy, run away, then croak. That's a choice. Don't think they...liked yours, Cap'n."

Running away from a battle, even one that is completely lost, causes moral drop, especially if it seems like they will die anyway.

Moral

Retreating from a battle, even a lost one makes you a coward. If there is no realistic chance to escape, doing so can cause a mutiny.


6. Navigation

He watched her note the current soundings and wind readings in her little book as they passed from hex to hex.

Wind and current can either give a bonus or penalty to move.


Search

Pursuing a ship with a head start was an iffy task at best. The book on fleet maneuvers in his little library talked about three or four different methods, and Forecastle believed he could tell which one Admiral Chequer was following.

The strategy amounted to keeping your slowest ships moving along your best-guess course, while spending extra move on a ship-by-ship basis, to poke into surrounding hexes. A ship with a couple of hexes more move would spend that slack by venturing into a nearby hex and returning, thereafter following course with the main fleet. Very fast ships either did this multiple times, or they followed the captain's or navigator's hunch and went more than one hex away before returning.

This method could cover a surprisingly large amount of ocean, because if you spent one additional move sailing around the perimeter of each hex in reconnaissance, then you had a chance to spot vessels (or new land) in all the adjacent hexes. The reason the fleet did not advance this way all the time was that spotting the enemy was not a certainty; weather and local conditions and certain countermeasures could keep ships in an adjoining hex from being sighted. And doing recon this way increased the chance that you yourself would be spotted.



7. Other seafarer units/titles

Titles

-Fleet Admiral (chief warlord)
-Admiral (high level warlord)
-rear admeral (mid-high level)
-commodore ( mid level)
-Captain (warlord); standard position is on the quarterdeck. Knows details of how a ship is damaged, rather than the vague sense a first mate has. He could feel its distress: the punctures and fractures, the smoldering fire, the seawater leaking in. Can sense fires on the ship, and where the fires are.
-First Mate (warlord): Can sense when crew are lost. Knows exactly how many sided units are on the ship (allied too??) Knows the general condition of a ship. Does not know why a ship might be in bad condition.
-second officer. This must have been Kat's actual rank, navigator was a role.
All these titles may also just be assigned, rather than based on level. Command structure seems far more important for seafarers. So they may have different ways of classifications, rather than simple high level comparisons.


-viceroy (city manager)



Units?/Title?
-Navigator (officer position, not warlord)
-helmsmen. (officer ranking)
Officers seem able to give commands to the ship, despite not being warlords.

porters (attendants)
flagmen (ship communications)

rigger (handling sails)


Forecastle (warlord), Chequer (admiral), Cat Harping (warlord?) , and three helmsmen, Collie, Carrack, and Dromond. Helmsmen count as officers. Forecastle suggested field promotions. Can a warlord promote another unit to warlord?
Answer: No. What ships are, is extraordinarily regimented. To a degree that doesn't happen on land. Helmsmen can give orders. They can't give weight to those orders, but everyone follows them. It's understood that everyone has to do their part properly on a ship, or else the entire thing will collapse.

Units
Harpooners (knight class)
Specials: throw spear; scout; armor ignore



8. Ferals in the ocean

-fliers that dive attack for sea units is probably a standard attack. How deep they can go might be a special, though. The double eagle dived deep to rescue Cat and Forecastle.

"You know, Hashtag's Guide to Water-Capables mentions frequently that you can't use beam weapons on quakkens or other submarine units. The Shockmancy won't penetrate the surface of the water." Harpooners needed instead to attack. Harpoons don't do much vs heavies.

Submarine beasts stay relatively close to the water's surface when coming in for an attack. Can be noticed in clear hexes more easily than storm hexes. Can hit them with harpoons. Probably more difficult to hit from high up on a ship, range penalties. Therefore best to launch skiffs.


Gunwhales shot beams... gunwhales have to break the surface to fire beams, that is when you attack with ship beams. Otherwise, you must use pooners to hit them below water, or attack when they breach a ship hull.

Wake snakes had a chance to bite through any hull, the book said. They'd take a man right out through the hole as a meal, and leave the ship to flounder or sink. They were

Hiding in a ship wake is a common tactic for ferals.

A heavy feral made a hole in the ship 5 phantoms down. Impossible to hit with ship beams at that depth. Only choice is to let it break through and then attack when it does?

underwater feral can be directed through a porthole. Can direct, as long as you can see unit. Also applies to sided underwater units?

General rule for Fighting


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Chapter 14??- Toma RPG: Glossary of Terms

I realized I needed a page to post terms used in my rules. Will also be adding all the terms I can from the wikia, along with a quick discription.
A
  • Abdication: An action a ruler can use to voluntarily end their rule in favor of an heir.
  • Air Defense: How cities defend from Flyers. These include archery units in the garrison and outer walls, allied flying units in the city's airspace, and spells stored in the city's tower.
  • Alliance: An Alliance in Erfworld is a temporary or semi-permanent union of Sides. Units without a leader will not attack Units of an allied Side. Units from allied sides may stack together. Allied Sides share the same Turn, and always move on the Turn of the allied Side in the Turn order.
  • Anti-siege: Dirtamancy traps used to protect a city against an invading army.
  • Army: Comprises all the units of a single side/alliance.
  • Ash: Terrain Type in Erfworld. Ash hexes are formed when another hex type, such as a city or a forest is set on fire and burns to the ground.
B
  • Barbarian: Human unit that pops without a side.
  • Bedrock: Impermeable material that is the furthest down a unit can dig. Can be broken or replaced by a wonky wrench, but not created. Can not appear at a higher elevation than it is supposed to appear.
  • Battlespace: An area of hexes surrounding a city, or field unit, that is equal to the maximum move that a non-sided unit has, plus one. When no non-allied Units are inside Side's battlespace, the Side's turn begins at dawn.
  • Bonus: A positive circumstantial influence that increases unit stats and makes it more efficient in combat.
C
  • Capital: A special type of city and the primary city of a Side. By default, a capital and side have the same name, though these can be changed by the ruler. However, this is uncommon, even in the case of capitals conquered by other sides.
  • Capture: Instead of croaking an enemy, a Unit can attempt to capture it. A Unit that is captured is in the possession of the capturing Side as a Prisoner.
    • When a city falls, all remaining garrison units are automatically captured
  • Caster Link: Happens when two or three Casters are joined physically (via holding hands or by a chain, for instance) and mentally, through a Thinkamancer, in order to create a whole greater than the sum of its parts. The linked Casters can perform Spells far more powerful and complex than any single Caster could consider possible. Casters united in this way are said to be linked.
  • City: They appear at fixed locations in Erfworld. They can produce units and provide Shmuckers for a side's treasury, and they also provide some defense in combat.
    • Destroyed cities may be claimed by a warlord.
  • City Zones: Each city is split into different City Zones. Possible zones include Airspace, Outer walls, Outer City, Tunnels, and Garrison. Not all cities have all types of city zones, and some may have some that aren't listed. However, each city must have a Garrison Zone. Furthermore, each City Zone may be split into different sub-zones.
  • Claiming a City: Commanders with the purse special may claim a city that is not currently controlled by any Side. This act places the city under the command of the commander's Ruler, or creates a new side. All enemies inside the city's Garrison must be croaked or captured for it to be claimed. Enemy units in the airspace or outer walls do not count.
  • Class: A characteristic of a Unit that further defines its abilities beyond those of its Race and Level.
    • non-Casters: A categorization of the unit's role and in combat. A unit may be promoted to a higher class, such as a piker being promoted to lancer.
    • Casters: A designation of power level. Wanda Firebaugh is a Master-class Croakamancer; Janis is a Master-class Hippiemancer; Maggie has more limited powers because she is only an Adept-class Thinkamancer.
  • Cleansing: Natural form of Dirtamancy that cleans a unit, making "manual" methods (such as baths or showers) unnecessary. Cleansing happens at the start of a Side's turn, and affects both a unit and their raiment, including things beyond simple cleaning, such as shaving (for male units) and repairing damage to raiment.
  • Conquer: Happens when an attacking force takes the Garrison of a city. All remaining defending forces have shackles popped upon them, ceasing hostilities in favor of the conquering force, though commanders (sometimes scouts) are able to become fugitives.
  • Contract: An agreement between two parties that contains terms each party must follow, or else the contract will break. Common contracts are for alliances, truces, and purchases. Only chiefs/rulers can break a contract.
  • Crew: A group of units who are needed to use certain, special items. These items include vehicles like Ships and engines like Siege Towers.
  • Crit: a part of combat when one unit hits another, that is at full health, in a way that causes them to croak in a single blow.
  • Croaking: The equivalent of death in Erfworld. Units which are croaked have zero hits, or less, and cannot be healed.
    • Bodies of the croaked disband on what would be the start of the croaked unit's next turn.
STOPPING FOR NOW


D
  • Dirtament: Is the stuffmancer way of saying fabric of the erf.
E
  • e
F
  • Fate: Guides chosen units to their destiny. Every unit has a little voice inside their head that influences their actions. This voice is fate. It doesn't have full control, but it does point the way for things. You can hear it if you are drugged out of your mind.
  • Forage: One way for a unit to obtain Provisions is via foraging; That is, gathering food from the wilderness. This action can be used to save a side's schmuckers, since fewer have to be spent on upkeep. For a fugitive, this action is a necessity, since their side cannot pay their upkeep until the fugitive is rescued.
G
  • e
H
  • e
I
  • Incapacitate:
J
  • e
K
  • e
L
  • e
M
  • e
N
  • e
O
  • e
P
  • e
Q
  • e
R
  • Restoration: Happens at the start of turn. Carries a variety of effects. Unit undergoes a cleansing, recovery of hits/move/juice, and the popping of rations.
S
  • Side: a group of humans that is led by a single Ruler, which is a King/Queen if the Unit is Royal, or an Overlord/Regent if not. The Side includes all Units, cities, and terrain under the leadership of that Ruler.
T
  • Trap: deliberately set up an item (bomb) or emplacement (covered pit) to wound. croak, incapacitate a unit. Intent also matters, de-animating a tar baby so the tar falls on unit still counts as trap.
    • A building/tower can be trapped to fall on a unit that uses siege on it.
  • Turn: A period of time, in which certain actions may be taken by a Side during a given day. It is not the same thing as Dawn, the beginning of the Day.
U
  • Unit: Everything that fights is a Unit. Units may be grouped into stacks.
V
  • e
W
  • Wonky Wrench: Made from a trimancer link with a carny and dirtmancer. Can destroy/create bedrock, hack portals (so they give juice), break handcuffs, and more.
X
  • e
Y
  • e
Z
  • e


People of note

Janis and Abby- the only grand abbies in the MK


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Chapter 15??- Toma RPG: List of City Buildings

May combine this with the city section later on but I want a clean section for organizing everything to start.

Palace is the garrison, tower, and dungeon areas combined

spatial distortion


Caster Upgrades

Findamancy: auction house (upgrade: Random item appears every turn)
Predictamancy: shrine (upgrade: side's turn order can be set to first/last. Must have upgraded shrine in every city)
Mathmancy: observatory (upgrade: Stewart/ruler knows the total unit supply within city hexes with upgrade)

Turnamancy: torture chamber (upgrade: increased/decreased pop rate of local tribes)
Dollamancy: Blacksmith (upgrade: small quantity of random special material will pop)
Wierdomancy: Hangar (upgrade: 1 unit gains the flying special for a turn)

Dirtamancy: tunnels (upgrade: compost pile. Speeds up crap golem production)
Changemancy: store (upgrade: 10% lower cost of promotion in the city BUT PROMOTION IS MONEYMANCY???)
Dittomancy: museum (upgrade: ditto of one of the city's special pops every turn. Based on the statue. Stewert can select which unit is dittoed. City must be high enough level to pop unit)

Lookamancy: Police station (upgrade: commanders can see the full stats boards of non-sided units within the city)
Thinkamancy: school (upgrade: Ruler/Stewart know if local farm manager croaks)
Foolamancy: art gallery (upgrade: stat board of sided units in the city is hidden to others)

Flower Power: city gardens (+50% growth rate)
Signamancy: courthouse (upgrade: no cost for contract in city)
Date-a-mancy: zoo/aquarium (upgrade: increases/decrease local feral pop rates for ferals that pop on/over/under land, and sea, respectively)

Shockmancy: tower (upgrade: places 1 spell on the tower every turn)
Croakamancy: morgue (upgrade: pops 1 uncroaked basic infantry per turn. On turn ten, pop 1 knight. Uncroaked will look like living units in the city. May lower moral)

Hat Magic: post office (upgrade: can send message to any other upgraded post office for the side)
Carnymancy: big top (upgrade: city can break 1 rule. All cities must break same rule)
Rhyme-o-mancy: amphitheater (upgrade: any scout can perform a rain dance on the stage)

Luckamancy: casino (increased chance of caster popping)
Healomancy: Hospital (upgrade: patients heal at end of turn)
Moneymancy: bank (double smucker cap/anti-corruption effects of bank)

=====================================================

Outer City (1 point for each; max 30 points)

  1. +amphitheater (rank 2; stewards/chief warlords can make city wide orders)
  2. +auction house (rank 1; increase treasure pop rate of nearby ruins, if any)
  3. aqueduct (rank 3; improves garden/plant farm yields)
  4. aquarium (rank 1; jail for water beasts. All beasts auto-attack, won't go feral)
  5. armoury (rank 1; storage of weapons/armour; will pop with some starter items)
  6. +art gallery (rank 2; bonus to chance of spotting other units in adjunct hexes)
  7. +bank (rank 2; increases smuckers/tiny treasury)
  8. barracks (rank 1; required to pop infantry)
    1. Basic Barracks (required; can pop basic infantry)
    2. Advanced Barracks (can pop advanced infantry)
  9. +big top (rank 2; +5% chance to avoid incapacitation when brought down to 0 hits)
  10. cannery (rank 1; preserves all fruits/vegetables in storage)
  11. +casino (rank 3; increases chance of popping a caster; min 1% chance)
  12. +courthouse (rank 1; rulers can now create contracts; small jail attached)
  13. +fire station (rank 2; harder for a fire to start/spread)
  14. +garden/greenhouse (rank 1; allows fruit/vegetable production in city)
  15. grand larder (rank 1; stores fruits/vegetables)
  16. grainery (rank 1; stores grain food)
  17. +Hangar: (rank 2; 5% chance for warlord to be an atypical starter terrain type)
  18. +hospital (rank 3; terminal incapacitation recovery for patients; numbs pain)
  19. ice house (rank 1; holds all the the meat in the city)
  20. living quarters (ranks 1-4; required; tired to city level; determines supply cap; where most units live; includes houses/stables)
  21. mill (rank 2; increase yields from grain farms)
  22. +morgue (rank 1; lowers decay rate for uncroaked; preserves bodies)
  23. museum (1-6 points; rank 1; required to pop special units. Will have statues of each special unit that can be popped inside)
  24. +observatory (rank 2; lower max flier ceiling)
  25. pond/fountain (rank 1; required; water supply for beasts)
  26. +police station (rank 3; increases obedience to side)
  27. +post office (rank 3; increases duty to side)
  28. +school (rank 2; pop warlords)
  29. +shrine (rank 3; increases loyalty to side)
  30. slaughterhouse (rank 2; increases yield from meat farms)
  31. smokehouse (rank 1; prevents decay of meat stores)
  32. +store (rank 2; can promote infantry; if all cities have a store, can promote infantry anywhere)
  33. town hall (rank 1; can pop courtiers)
  34. Tannery (rank 1; make clothing/armour from animal hides)
  35. warehouse (rank 1; stores items, especially from workshops)
  36. wine cellar (rank 1; stores wine)
  37. winery (rank 1; processes grapes into wine)
  38. workshop (rank 2; workshops are all job buildings)
    1. +blacksmith (Job: make melee weapons and armour)
    2. Carpentry (job: making wood based items.
    3. fletchery (job: make ranged weapons/ammo
    4. tailor (job create clothing/duds)
    5. Masonry (Job: building repair; siege equipment can be popped.
    6. Other: pottery, stonemason
  39. +zoo (rank 1; jails beasts; all beasts auto-attack, won't go feral)

Food Gathering:
The easiest way to lower unit upkeep is by gathering food. Buildings related to this should be a primary concern.
Note: While food is initially stored in these locations, it will be distributed to all minor areas of the city by natural findamancy.

food type: store food/ increase yield/ prevent decay

plant food: grand larder/ aqueduct (increases growth of crops) / cannery
grain food: granary/ mill/ grain does not decay
meat food: ice house/ slaughterhouse/ smokehouse
alcohol: wine cellar/ winery (needed to make wine) /does not decay
Water: well/ pond / does not decay


Items are stored as well

Armory: stores non-magical weapons and armour. Also, there is generally a small tower armory that contains magical items.
Warehouse: stores all other items
Situation room: stores maps.



TOWER/KEEP (2 points each)

  1. Tower top Garrison 0-5 (Must put)

    1. [*]Shockmancy emitters.​
  2. Capacity 5-40 (min 5 required)
  3. Grand Hall (bonus to moral/
  4. Library (caster exp)
  5. Situation Room (contains the maps of the area)
  6. Throne (needed to change capitals)
  7. Apartments (rooms for the rulers and distinguished Guests

DUNGEON (1 point each)

  1. Capacity 1-40
  2. Jail
  3. +Cesspit
  4. +Torture chamber (increased chance of interrogating/turning prisoners)
  5. tunnels
  6. Wine Cellar (stores alcoholic beverages)
  7. Portal
  8. Landing/shock emitters (must have both to be considered a tower. Otherwise counts as a keep.

Supplemental Buildings (2 points each)

  1. Farms (can be animal, grain, or plant farm)
  2. crop yields. Farms can be downgraded. Too much barley, downgrade to rice/beans.
  3. Garden? Ornamental guardians would be cities, but gardens can also be primarily for growing plant foods.
  4. Orchard
  5. water mill
  6. vineyard
  7. outpost
OTHER (1 point each)

  1. Initial garrison: 0-? Starts with a turn's worth of basic infantry. Can spend an additional point for another turn's worth
  2. Initial spells: 0-? Starts with a single spell loaded in the tower. Can spend an additional point for more spells
  3. Covered Walkways
  4. Weather proofing

Tower
Towers must either be attacked by the air (if it has a tower top garrison), or by the courtyard.
Towers can be built on rivers but must have an entrance that leads onto the courtyard. Normally, outer walls do not cover river areas, so towers can be used to fire on ships as well. Add a mid-height balcony area to fire on ships with archers.

The following are specific tower upgrades.

Tower Top Garrison Prevents fliers from attacking (max gets hundreds but not 1k? Jillian had a super big tower top garrison)

Shock Emitters (does bonus damage when the tower is higher)
Spells must be manually placed on the tower. Cannot combine spells to make a bigger spell after spell placed on tower. Spells are optimized to strike specific flyer sizes. Casters can direct the spells. Casters can cause the spells to do minimum damage)
An 8-10 story tower had 30 spells on it.
Shock emitter trap
Paling spikes
Balistats (max 4? I think Jillian had a lot more)
Flier Stables (Protects fliers in the air? There are some heavy restrictions on where enemy fliers can be, but I forget if sided fliers are also restricted.

  • Atrium (like a balcony area? Can shelter fliers from enemy fliers)
    • Troop capacity: Top of the tower is the only location where ranged units can fight fliers around the garrison. Large locations mean many archers can fire.
    • Access. If entrance is small, then only light units can enter through the roof and fight the tower, without siege.
  • Flier stables
  • Inner spires. Small towers that rest on top of the main tower that can fit additional ballista emplacements.
  • Paling spikes (Works as an impediment for heavy fliers. to prevent fliers ramming the building. Can be built for different sizes.
    • paling spikes contained shockmancy. Possible to block/stop tower shockmancy by going after the right spots.
      paling spikes are physical impediments for heavy fliers, shockmancy bolt throwers (this is probably standard), and contact shockmancy traps.
  • deep lip around tower top. Large area for fliers to land, and riders to disembark, however, there is a steep drop off in order to get to the tower top proper. Landing and dismounting on escarpment means you will have to take fall damage because of the steep drop off. Small ladders can be added, and taken away, to use in order to get to heavy fliers, in order to mount them.
  • Grand Battlement: Comprises of a parapet completely surrounding a top palace area, with no area on the roof for soldiers. Jillian's Faq palace has this surrounding it)
If tower top garrison is 0, then archers cannot attack fliers, there are no shock emitters, and fliers can directly attack courtyard (or destroy tower roof and attack through that method).

Keep
Without the tower additions, the tower becomes a keep instead. All additions for a keep also apply to the tower.

Capacity (max 40)

There is a limitation of space in a tower. You can fill up to the limit of 40. Rooms take up either 1/4, 1/2, 1, 2 or 3 spaces.


Required rooms
apartments:

Ruler/Heir sized rooms (each takes up 1 space; heir room will add an extra floor to the tower, or erase an existing room)
Staterooms (for the most important residents/guests. Each takes up 1/2-1/4 space each)
Apartments/communal rooms. For less important members of the side. Each floor can give decent rooms to 24 units or bunk spaces for 48 units)
Ruler's office (may have an anteroom)
Main (great?) Hall (a level 2 city used this as a mess hall for eating; can also double as a banquet room for the royalty, complete with entertainment, such as juggling, live music, etc)
Library (casters gain exp from reading)

  • Historical record book is published on every side that has fallen. Very dry reading and number intensive. Turn numbers/battle statistics/city names. Most common book type. Other books are self published by kingdoms. Contains philosophy, tales of self agrandment, lists of local creatures, etc.
Throne (Ruler can only change capital by sitting on the throne. Throne is a single chair and it can be places in any of the required rooms)
War/Situation room (can be useful for 1-10 units (GK), more around 20 units (TV, having parties), or for 50+ (Jetstone, it has benches 3 rows deep on 3 sides of the situation map) Larger the room, the more space it uses. Largest version takes up an entire floor of the tower.


Secondary rooms
Armory

Confusing Layout (not strictly a building, but can make invasions more difficult. Limits room total.
dining hall ( specific space for eating)
kitchen (contains a larder that connects to the main food storage)
Feast Hall. Combines Kitchen and dining hall. General gathering area for troops in city.
shrine
Kitchen (needed if you are going to have additional dining options)
workshops

===============================================



Building:
Prerequisites
:
Limits:
Point Cost:
Inspect? No
Description:

Function:

Notes:


OUTER WALLS (2 points for each, 50 points max)

  1. Outer Wall
    1. Height 0-5
    2. Toughness 0-5 (requires 1 height)
    3. Gate 0-4
  2. Flanking Towers (6 siege slots)
  3. Gate Blockhouses (2 siege slots)
  4. Harbour (ship repair, docking, siege slots: max 6?)
    1. To build harbour, city must forgo either flanking towers, or gate blockhouses.
There are a total of 5 buildings a city can build. Highest total is 50.

A story on a building is 10 feet. 10*40=400 feet
  • Hoardings (brattice work) Allows dropping of oil/rocks. (IS THIS EVEN ALLOWED FOR ERFWORLD?)
  • Special is only available for 1 upgrade, when city gets to level 5.
Building: Outer Wall (Toughness)
Prerequisites
: Outer Wall (height 1)
Limits
: city level +1
Point Cost
: 2, 4, 6, 8, 10, 15*.
Inspect
? No
Description
: Prevents enemy ground units from entering the city.

Function
:
Level 1: Palisade wall. Can be destroyed by a rank 1 heavy/light siege. No room to man top of the wall, so diggers have free reign.
Level 2: Improved palisade Wall. Can be destroyed by a rank 3 huge/light siege, or a rank 1 heavy siege. There is a 5' walkway along the top of the wall.
Level 3: Stone wall. Can be destroyed by a rank 1 heavy siege, or a rank 4 massive. 10' walkways at top of wall. Parapets to stop from falling over, and to give a defense bonus to enemy fire. Manning the wall can stop dig units.
Level 4: Curtain Wall. 15' walkway. Can be destroyed by a rank 2 heavy siege. 15 feet walkways at top of the wall Parapets now have crenulations. Archers gain a defense bonus vs ranged ground units, even when attacking.
Level 5: Fortified Curtain Wall. 20' walkway. Can be torn down by a rank 3 heavy siege. Crenulations and brattice (Extension from wall, so archers can shoot down through floor)
Special: Great Wall. 40' walkway. Cannot be torn down. Loopholes and brattice. Heavies can man the wall as well. Maximum height is city level -2.


Notes:
Heavy Fliers: -1 rank modifier.
Small units: -1 rank modifier.
Beast: -1 rank modifier (null if unit has siege)
Ram: counts as siege for light units.
Dig: penetrate any unmanned section of the wall. The wider the wall, the longer it takes.
Building: Outer Wall (Height)
Prerequisites:
None
Limits:
city level +1; must buy 1+ level of outer wall (toughness)
Point Cost:
2, 4, 6, 8, 10, 15*.
Inspect?
No
Description:
Prevents enemy ground units from entering the city.

Function
:
Level 1: 1/2 story wall. Can be climbed by heavies, or ladders.
Level 2: 2 story wall. Can be breached by multi level siege engines.
Level 3: 10 story wall
Level 4: 20 story wall
Level 5: 30 story wall
Special: 40 story high wall. Cannot be hit by enemy archery. Cannot be climbed by units with the climb special. Maximum toughness is city level -2.

Notes: A stone wall at a lv 1 height is a rampart.
Building: Gate
Prerequisites
: Wall (height 1)
Limits: City level +1
Point Cost: 2, 4, 6, 8, 10, 15*.
Inspect? No
Description: Required to let ground units in, and out, of the city.

Function:
Level 1: Door. Extremely weak. Can be destroyed by a rank 0 heavy/light siege.
Level 2: Fortified Door. Can be destroyed by a rank 1 heavy/light siege.
Level 3: gate. Can be destroyed by a rank 2 heavy/light siege, or a rank 1 heavy siege.
Level 4: Improved gate. Can be destroyed by a rank 3 huge/light siege, or a rank 1 heavy siege. Also has a portcullis
Level 5: Fortified Gate. Can be destroyed by a rank 1 heavy siege.
Special: Rock trap can fall to cover gate. Will take a turn to allow use of gate again. Can be destroyed by a rank 2 heavy siege. Maximum wall toughness/height is city level -1.

Has 2 portcullis that can trap a group in between. Has murder holes to pour boiling water. Arrow loops. Requires blockhouses.

Notes:
Without a gate, a tunnel entrance will be created in an adjunct hex to the city. The tunnel will lead to the dungeon area. This entrance cannot be blocked.
Gate cannot be hardened vs dig by manning the wall.
  • Drawbridge
  • Portcullis
  • gatehouse
  • Outer/inner gate
  • Barbican (a gate to get to the drawbridge)
Heavy Fliers: -1 rank modifier.
Small units: -1 rank modifier.
Beast: -1 rank modifier (null if unit has siege)
Ram: counts as siege for light units.
Dig: penetrate any unmanned section of the wall. The wider the wall, the longer it takes.
Building: Gate Blockhouses
Prerequisites
: Wall (height 1), gate (level 1)
Limits: Gate level +1
Point Cost: 2, 4, 6, 8, 10, 15.
Inspect? No
Description: Creates two fortified points on either side of the gate where archers gather to attack ground/air units.

Function:
Level 1: Each tower can hold 40 infantry at top, and gain a bonus based on height of walls.
Level 2: Additional archers can fire from inside of tower through the loopholes on the walls (perfect cover for archers. Can't be hit, unless critted). Note, being inside the tower makes a blind spot for fliers, so they can fly directly above outer walls, in order to avoid fire.
Level 3: Ballista can be placed at top. There is now a secondary gate 30' after breaking the first.
Level 4: Catapult can be placed at top
Level 5: Trebuchet, or two ballistas, can be placed at top
Special: Rock trap can fall to cover gate. Gate can now be manned to prevent digging. Gate can be destroyed by a rank 2 heavy siege. Gate must be level 5 . Maximum flanking towers is city level -2.

Notes:
Can serve as living space for units.
Building: Flanking Towers (6)

Prerequisites
: Wall (height 1)
Limits: Gate level +1
Point Cost: 2, 4, 6, 8, 10, 15.
Inspect? No
Description: Creates six fortified points along the wall where archers gather to attack ground/air units.
Function:
Level 1: Each tower can boost 40 ranged units at top.
Level 2: Each tower can boost 80 infantry at top. Additional bonuses based on height of walls.
Level 3: Additional archers can fire from inside of tower through the loopholes on the walls(perfect cover for archers. Can't be hit, unless critted). Note, being inside the tower makes a blind spot for fliers, so they can fly directly above outer walls, in order to avoid fire.
Level 4: Ballista can be placed at top. There is now a secondary gate 30' after breaking the first.
Level 5: Catapult can be placed at top
Special: Trebuchet, or two ballistas, can be placed at top. Maximum blockhouses is city level -2.


Notes:
Can serve as living space for units.
Building: Harbour
Prerequisites
: Adjunct to a water hex. No wall blocking access.
Limits: City level +1; May not build one of the following: flanking towers; blockhouses
Point Cost: 2, 4, 6, 8, 10, 15
Inspect? No
Description: Every city border that is adjunct to a water hex has the option to create a harbour instead of a wall. Creating a harbour allows the creation of ships and water/seafarer units in that city, and the ability to repair them. Ground units may not attack a city through the harbour, unless transported.

Function:
Level 1: Can create/dock/repair 1 mast ships. Has 4 fire ballistas.
Level 2: Can create 1 mast ships, and dock/repair 2 mast ships. Has 2 fire catapults.
Level 3: Can create 2 mast ships, and dock/repair 3 mast ships. Has 4 fire catapults.
Level 4: Can create 2 mast ships and repair all ships. Has 6 fire catapults.
Level 5: Can create 3 mast ships and repair all ships. Has 4 fire trebuchets.
Special: Can create 4 mast ships, and dock/repair all ships. Can dock 5 ships at a time. Has 6 fire trebuchets. Maximum Blockhouse/flanking towers/gate/wall (toughness and height) is city level -1.



Notes:

Function:

  • Docks
  • fire catapult
  • Shipyard (repair vessels)
  • warves
  • piers
Notes:
Building: Ballista (air defense)
Prerequisites:
Point Cost:
Inspect?:

Description: 2 crew
Function:
Casters:
Notes:
Building: Fire Catapult (ship defense)
Prerequisites:
Point Cost:
Inspect?:

Description: 3 crew
Function:
Casters:
Notes:
Building: Trebuchet (ground defense)
Prerequisites:
Point Cost:
Inspect?:

Description: 4 crew
Function:
Casters:
Notes:

Building: Loopholes
Prerequisites: Wall Turrets
Point Cost:
Inspect?

Description: Small slits are made into the turrets, perfect for firing arrows from
Function:
Casters:
Notes:

Outer City

Building: Amphitheater (seats 800)
Performances grow moral
Upgraded by rhymmancer
Aqueduct
Farms produce faster?
Building: Armoury
Stores metal for use
Building: Bank
Prerequisites: City Level 2
Point Cost: ?
Must Inspect: yes (look in vault)

Description: An empty bank with an empty vault
Function: When a bank is built, it will contain 1000$ smuckers times city level. These smuckers cannot be withdrawn by anyone, for any reason.

For every 5 banks that are being actively inspected, lower corruption level by 1
00 Banks: min 05 cities; 10 city levels = 10k - (100 * 05) = 9,500$
05 banks: min 05 cities; 10 city levels = 10k - ( 90 * 04) = 9,640$
10 banks: min 10 cities; 20 city levels = 20k - (180 * 09) = 18,380$ (instead of 18,000$)

Should the capital/side fall, or when upkeep becomes higher than smucker production, banks acts as a small treasury. The smuckers that were stored in the bank can now be used to pay the upkeep of all garrison units within the city (all sided units in a become garrison units when the capital/side falls) until the money is depleted. When there is no more money in the bank, the structure collapses. Additionally, if the city goes barbarian, a warlord can now make a withdrawal from the bank to fill up his purse, which allows him the option to turn barbarian, and leave the city. Barbarians can also turn back to the barbarian city, if they decide to return, and even deposit money back into the bank.

Gems can also be stored in a bank, and can be used as an additional source of upkeep, should it be required. Only the ruler, chief warlord, or a moneymancer, can store/withdraw a gem in a bank. Should the building be destroyed, the gems are lost.

Casters:
-A moneymancer can double the performance of a bank, allowing it to store twice as much smuckers, double its ability to lower corruption (lower corruption by 2 for every 5 banks). Moneymancer must physically visit bank and cast on it. Enhancement is lost if the city is captured, or the building is destroyed (remains if the city goes barbarian, however).
-A dirtmancer can make the bank able to hold an additional 50% more smuckers. This can be combined with the moneymancer upgrade.
-The amount in the bank is unknown even to the ruler, but the figure can be divined by a Moneymancer or Mathamancer.
-Dirt/Moneymancers can build a bank

Notes:
-As this is one of the few buildings Rob personally detailed the rules for, I will go over the changes I made.
-The original description said banks can creates smuckers, instead of lowering corruption when not inspected, and can do so, regardless of being inspected or not (more when inspected though). That it slowly fills up each turn the side's treasury is active, until completely full, instead of being full at start, and only adding smuckers after the bank got full. I simplified this, because too much math needed for that method.
-It also stated that the maximum capacity of a bank can be divined (by a Mathamancer, Moneymancer, or Dirtamancer), and increased (by a Moneymancer or Dirtamancer). Implying that banks can hold random amounts, which is too much trouble to bother with. I may want to add some bonus that mathmancers can give it? I'd prefer to have mathmancers increase storage, rather than dirtmancers.
-I added the bit about warlords withdrawing smuckers when city goes barbarian, depositing gems, and banks crumbling when no smuckers left inside (mainly to avoid instant refills if you drain too much money from them).
Building: Barracks for (Insert Infantry Unit)
Prerequisites: City Level 1
Point Cost: 1
Must Inspect? No.

Description: A barracks for certain infantry unit types
Function: Cities cannot pop an infantry without the appropriate barracks for that unit. This includes special units. Barracks for all special units can be built at level 1 (must still have the proper city level to pop unit).
Casters:
Notes:
Courthouse
Has a small jail
Building: Garden
Prerequisites
: Grand Larder
Limits:
Point Cost: 1, 2, 3, 4, 5... (no limit)
Inspect? No.
Description: Supply of vegetable/fruit food.
Function:
Level 1: Reduce upkeep for 4 supply.
Level 2: Reduce upkeep for 8 supply.
Level 3: Reduce upkeep for 12 supply.
Level 4: Reduce upkeep for 16 supply.
Level 5: Reduce upkeep for 20 supply.

Notes:
There is no limit to the amount of points that can be put into garden.
Grand larder to hold food; aqueduct to increases growth of crops; cannery to preserve food.
Building: Grainery
Prerequisites: City Level 1
Point Cost:

Inspect? Yes (look in storehold). If not inspected daily, 0.5% of all food in the grainery depops at start of turn
Description: A big barn building
Function: Stores all plant based food that is gathered by nearby farms. All forage gathered by units is placed here. Kitchen areas, and larders, can now be added to other buildings. Food from the Grainery will pop in the various larders.
Casters: Hippymancers can increase total food in grainery by 1% every turn.
Notes:
Hospital

Infirmary (Can heal incapacitation if left from dusk until dawn, makes it more comfortable when damaged)
Healmancer can upgrade building to give a slow hits regeneration. Can heal up to half hits. Numbs pain.
Living Quarters: Living quarters increase Unit Supply for the city. Also creates enough housing so that all these units can be housed comfortably.
Rank 0: Supply of 5k
Rank 1: Supply of 10k
Rank 2: Supply of 25k
Rank 3: 50k
Rank 4: 75k
Rank 5: 100k
Special: 200k
Observatory
star gazing gives
Mathmancy can enhance
  • Shrine level 1
  • Monastery/
  • church
  • Cathedral
Place to warship the titans. Increases happiness.
Building: Smithy
Prerequisites:
Point Cost:
Inspect? Yes

Description:
Function: A place to create metal body equips, (swords or armour) and small items
Casters: Changemancers and dollmancers have an affinity for this room
Notes
Building: Stable for (insert beast unit)
Prerequisites: City Level 1
Point Cost: 1
Inspect? No

Description: A stable for certain beast unit types.
Function: Cities cannot pop the appropriate beast units without the proper stable for that unit. Stables for all beasts units can be built at level 1 (still must have the proper city level to pop unit)
Casters:
Notes:
-Building: Tailoring
Prerequisites:
Point Cost:
Inspect? Yes

Description:
Function:
Casters:
Notes
Building: Tailoring
Prerequisites:
Point Cost:
Inspect? Yes

Description:
Function:
Casters:
Notes

Building: Slaughterhouse (Animal farm inside the city? Kills animals from the farms? ) After being killed meat goes to icehouse.

  • smokehouse (makes food more delicious?)
Werehouse: can be dedicated for specific items
Windmill
Workshop (each workshop uses a different material)

Masonry (unit can repair walls; siege equipment can be popped)
(carpentry, woodworking, pottery, stonecan repair city without moneyancy)
Maybe builds the siege towers and battering rams?

Building:
Prerequisites
:
Limits:
Point Cost:
Inspect?
Description:

Function:
Level 1:
Level 2:
Level 3:
Level 4:
Level 5:
Special:


Notes:

GARRISON (2 points each)

The garrison/tower/dungeon areas are collectively called the palace when in the capital city.
  1. Inner Wall
    1. Height: 0-3
    2. Width: 1-3 (requires height 1; a 3 turns the walls into an additional combat space which needs to be cleared out to capture city)
    3. Door: (required if buying 1 height; door must be weaker than gate)
  2. Courtyard (garrison size)
  3. Training zone
  4. Garden
  5. Well (required; water for infantry)

Building: Inner Wall (Toughness)
Prerequisites
: Outer Wall (height 1)
Limits: city level +1
Point Cost: 2, 4, 6, 8, 10, 15*.
Inspect? No
Description: Prevents enemy ground units from entering the city.

Function
:
Level 1: Palisade wall. Can be destroyed by a rank 1 heavy/light siege. Can be dug through.
Level 2: Improved palisade Wall. Can be destroyed by a rank 3 huge/light siege, or a rank 1 heavy siege. Can be dug through.
Level 3: Stone wall. Can be destroyed by a rank 1 heavy siege, or a rank 4 massive. Can't be dug through if courtyard is manned.
Level 4: Apartment wall. Can be destroyed by a rank 2 heavy siege. Can't be dug through if courtyard is manned.
Level 5: Fortified apartment Wall. Can be torn down by a rank 3 heavy siege. Can't be dug through if courtyard is manned.
Special:


Notes:
Cannot be manned
Inner walls thickness mainly is to allow people to live within them. (becomes a "full twelve-story palace complex of rooms and chambers. (gk)

Heavy Fliers: -1 rank modifier.
Small units: -1 rank modifier.
Beast: -1 rank modifier (null if unit has siege)
Ram: counts as siege for light units.
Dig: penetrate any unmanned section of the wall. The wider the wall, the longer it takes.
Building: Inner Wall (Height)
Prerequisites:
None
Limits: city level +1; must buy 1+ level of outer wall (toughness), door, and courtyard
Point Cost: 2, 4, 6, 8, 10, 15*.
Inspect? No
Description: Prevents enemy ground units from entering the city.

Function
:
Level 1: 1/2 story wall. Can be climbed by heavies, or ladders.
Level 2: 2 story wall. Can be breached by multi level siege engines.
Level 3: 5 story wall.
Level 4: 10 story wall. Wall becomes a seperate living/combat area.
Level 5: 15 story wall.
Special: Roof over courtyard. Fliers cannot attack garrison except by going through the door/walls. Level 0 heavy siege needed to break (massive cannot break).

Notes:
Building: Door
Prerequisites
: Wall (height 1)
Limits: City level +1
Point Cost: 2, 4, 6, 8, 10, 15*.
Inspect? No
Description: Required to let ground units in, and out, of the city.
Function:
Level 1: Door. Extremely weak. Can be destroyed by a rank 0 heavy/light siege.
Level 2: Fortified Door. Can be destroyed by a rank 1 heavy/light siege.
Level 3: gate. Can be destroyed by a rank 2 heavy/light siege, or a rank 1 heavy siege.
Level 4: Improved gate. Can be destroyed by a rank 3 huge/light siege, or a rank 1 heavy siege. Also has a portcullis
Level 5: Fortified Gate. Can be destroyed by a rank 1 heavy siege.
Special:

Notes:
Door must be built if there is a wall.

Heavy Fliers: -1 rank modifier.
Small units: -1 rank modifier.
Beast: -1 rank modifier (null if unit has siege)
Ram: counts as siege for light units.
Dig: penetrate any unmanned section of the wall. The wider the wall, the longer it takes.
Building: Courtyard
Prerequisites
: Inner wall 1
Limits:
Point Cost:
Inspect? No
Description: Has a seperate supply cap. Manning courtyard hardens the inner walls.

Function:
Level 1: 800 supply
Level 2: 1600 supply
Level 3: 2400 supply
Level 4: 3200 supply
Level 5: 4000 supply
Special: Can handle 1/2 city supply.


Notes: Inner walls cannot be dug, as long as 1/2 of the supply cap of the garrison is intact.
Building: Training field
Prerequisites
:
Limits:
Point Cost: 1, 2, 3, 4, 5, 8
Inspect? No
Description: Area for units can level up without fighting.

Function: Training for 8 days gives the unit the exp equivalence of croaking a knight.
Level 1: Can train 8 supply.
Level 2: Can train 16 supply.
Level 3: Can train 24 supply.
Level 4: Can train 32 supply.
Level 5: Can train 40 supply.
Special: Can train 80 supply. Max courtyard of 3.

Notes:
Building: Well/Fountain
Prerequisites
: None, REQUIRED
Limits:
Point Cost: 0
Inspect? No
Description: Required for all liquids a city produces.

Function:

Notes:

Tower (2 points each)

  1. Tower top Garrison 0-5 (Must put)
    1. Shockmancy emitters.
  2. Capacity 5-40 (min 5 required)
  3. Grand Hall (bonus to moral/
  4. Library (caster exp)
  5. Situation Room (contains the maps of the area)
  6. Throne (needed to change capitals)
  7. Apartments (rooms for the rulers and distinguished Guests
Tower is a unique building

Building: Tower Top Garrison
Prerequisites
:
Limits:
Point Cost: 2/4/6/8/10/15
Inspect?
Description: Without this, tower becomes a keep. Needed to fire shockmancy.

Function:
A tower can do up to
Level 1: 80 supply
Level 2: 160 supply
Level 3: 240 supply
Level 4: 320 supply; 2 ballistas
Level 5: 400 supply; 4 ballistas
Special:


Notes:
Upgradable by shockmancer.
Max amount of damage would more than 10 dwagons, but less than 36.
Dwagons have 30 hits. Therefore, more than 300 hits of damage but less than 1100 hits.
Building: Tower (height/general capacity)
Prerequisites
: None
Limits:
Point Cost (with tower top): 6/7/8/9/10.../45
Point Cost (without tower top): 2/2/2/3/3/3.../ 15

Inspect?
Description:
  • Capacity 5-40 (min 5 required)
  • Grand Hall (bonus to moral; impresses visitors)
  • Library (caster exp; caster may not cast for the day)
  • Situation Room (contains the maps of the area)
  • Throne (needed to change capitals)
  • Main Office
  • Apartments (rooms for the rulers and distinguished Guests
Grand hall/Situation room/Apartments/Office

Function:
Level 1 (5 points): Counts as 5 floors. Shock emitters do 50% damage. Casters gain a 5% bonus to spellcasting.
Buildings: Throne. Situation room. A few apartments.

Level 10 (15 points): Counts as 15 floors. Shock emitters do 100% damage. Casters gain a 10% bonus to spellcasting.
Buildings: Improved design. Library added (allows 1 caster to gain exp). Grand hall added. Some higher class rooms. Special room for the ruler/heir.

Level 20 (25 points): Counts as 25 floors. Shock Emitters do 150% damage. Ranged units gain +1 range. Casters gain a 15% bonus to spellcasting.
Buildings: Improved Grand hall. Library can now train 2 casters.

Level 30 (35 points): Counts as 35 floors. Shock emitters do 175% damage. Ranged units gain +1 range. Casters gain a 25% bonus to spellcasting, and can use 25% of their juice outside of library.
Buildings: Impressive living area apartments.

Level 35 (40 points): Counts as 40 floors. Shock emitters do 200% damage. Ranged units gain 50% damage. Casters gain a 30% bonus to spellcasting.
Buildings: Library can now allow 4 casters to study, and can use 50% their juice outside of library. Grand Hall, rooms, situation room, is highest quality.

Level 40 (45 points):

Notes:
Building: Shock Emitters.
Prerequisites
: Tower top garrison.
Limits:
Point Cost: Output is tied to
Inspect?
Description: Towers can hold 600 points of damage. Spells are targeted towards differently sized units.

Function:
Level 1:
Level 2:
Level 3:
Level 4:
Level 5:
Special:


Notes:
Building: Tower Stables
Prerequisites
: Tower level 10
Limits:
Point Cost:
Inspect?
Description: Maybe what I need to do is to

Function:
Level 1:
Level 2:
Level 3:
Level 4:
Level 5:
Special:


Notes:

DUNGEON (1 point each)

  1. Capacity 1-40
  2. Jail
  3. +Cesspit
  4. +Torture chamber (increased chance of interrogating/turning prisoners)
  5. tunnels
  6. Wine Cellar (stores alcoholic beverages)
  7. Portal


Building: Dungeon (depth/general capacity)
Prerequisites
: None
Limits:
Point Cost:
Point Cost: 2/2/2/3/3/3.../ 15
Inspect?
Description:

  • Capacity 1-40
  • Jail
  • +Cesspit
  • +Torture chamber (increased chance of interrogation. Chance to turn prisoners)
  • tunnels
  • Wine Cellar (stores alcoholic beverages)
  • Portal
Grand hall/Situation room/Apartments/Office
Function:
Level 1 (5 points): Counts as 5 floors.
Buildings: Jails, cesspit, portal (if capital)

Level 10 (15 points): Counts as 15 floors.
Buildings: Improved design. Torture chamber added (can attempt to turn one jailed unit). Some rooms are added. Wine Cellar added.

Level 20 (25 points): Counts as 25 floors. Shock Emitters do 150% damage. Ranged units gain +1 range. Casters gain a 15% bonus to spellcasting.
Buildings: Improved Grand hall. Torture Chamber can now attempt to turn 2 captives.

Level 30 (35 points): Counts as 35 floors. Shock emitters do 175% damage. Ranged units gain +1 range.
Buildings: Impressive living area apartments.

Level 35 (40 points): Counts as 40 floors. Shock emitters do 200% damage. Ranged units gain 50% damage. Casters gain a 30% bonus to spellcasting.
Buildings: can now attempt to turn 4 casters to study, and can use 50% their juice outside of library. Grand Hall, rooms, situation room, is highest quality.

Notes:
Jail
Other
Initial Garrison: City pops with one turn's worth of basic infantry.
Spell: Tower pops with one spell
Signal Horns: Gives signals to the entire city. They call when turn starts/ends, when enemy/allied/sided/barbarian/feral units approach adjunct hexes, and what type of units are approaching
Airspace: it exists, but no points are spent on it.
  • Maybe points can go into upgrading roofs? "Towers and buildings all had spiked metallic domes for roofs, looking like a forest of war mushrooms or something. "
Earth Ditch: Surrounds the gate, can extend to entire city, can become a moat.
Covered Walkways



—----------
 
Last edited:
Timeline of Book 1
--------------------

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16??. Canon&Timeline (continued)


GK Army

242 gobin archers (small; 15+ groups) P
210 uncroaked infantry (small; 13+ groups) P
135 piker infantry (small; 8+ groups) P
48 stabber infantry (small; 3 groups) P
36 spidew calvary (large; 18 groups)
32 archer infantry (small; 2 groups) P
27 twoll heavies (large; 13+ groups) P
19 cwap golems (large; 9+ groups) P
15 knight class infantry (med; 1+ groups)
9 soft golems (lrg; 4+ groups)
4 hard golems (lrg; 2 groups)
2 acid golems (lrg; 1 group)
1 metal golems (lrg; 0+ groups)

63 production groups / 27 normal groups = 58.5 * 160 = 9,360$

3 casters
2 uncroaked warlords
1 Parson

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  • The roof was a siege barrier against flyers, much like a wall or a tower structure. Its thick, tough tiles were opaque from above, so an enemy in the airspace could not know the dispensation of the forces deployed here. It would stop falling arrows and debris, and prevent enemy flyers from landing here without applying some form of siege engine to the roof. And while the enemy did
    have purple dwagons up there, they could not use their sound effects to attack another city zone while not on their turn.
  • Parson's official duty now was managing the capital city. When a city had a Warlord to manage it, costs were lowered for things like city improvement and production of extra equipment and provisions. It also increased the amount of Shmuckers the city produced, and reduced the upkeep for units which spent the entire turn in the city. Besides the extra Shmuckers, Parson didn't think there was much tactical value to any of that, under current circumstances. But it gave him an excuse to fart around anywhere in town, and to generally be in another part of Gobwin Knob from Stanley.
  • "Restack the entire column," he told the Captain, without looking up. "Warlords with archery, every archer stack with a Warlord or a multilevel scout." He crumpled the message and dropped it on the road. "Watch the skies."
  • But Haggar's turn would eventually start. That would bring fresh spot checks, and there was nothing they could do about it.
  • Determining pairings was his great advantage as a warlord, mostly due to the laurel he wore around his ears and head. It was a magic item devised by linked Casters (a Thinkamancer, Hat Magician and Date-a-mancer) thousands of turns ago in a fallen kingdom called Napster. The laurel gave him a limited but very useful intuition about combat match-ups, so he always could optimize the engagement to his stack's advantage. The effect was somewhere between extra Leadership bonus and Luckamancy.​
  • Among other things, Hippiemancy is the magic of relationships: detecting and altering the forces of opposition and attraction which bind people or units. Date-a-mancy is the oddest branch of Hippiemancy, in that it follows the Numbers which underlie all action. Date-a-mancy tries to quantify the intangible, things like leadership and compatibility and morale and Loyalty and Duty and even love, by means of match-ups. This can be very useful in warfare and logistics, but tends to wreak havoc among personal and political relationships. Sides tend not to keep their Date-a-mancers very long, because knowing the cold truth behind our interpersonal relationships only causes grief.
  • Being no Date-a-mancer or Mathamancer himself, he never knew the real numbers when he considered a pairing. It came to him as an intuition. He knew how it would probably go. It felt wrong, or it felt shaky, or it felt certain.
  • GK to Unaroyal 200+ hexes; GK to Jetstone 300+ hexes. Square grids of influence, each capital has 100 hexes?




DEFENSE NOTES (Klog 11, right after page 98)Farms can dot the landscape, and slaughterhouses bring the food to the city larder? Vineyards need a winery then? Cities gather provisions, and then armies can carry them out for no cost while there is food.
-
Siege engines can be assembled and more can be assembled than there are people to man them (shipwrights can make ships, so these are engineers assembling?)

Horns blast when enemies/allies/sides units enter city.

fliers being unhittable over water, mountains or heavy trees, except by the appropriate terrain type soldiers.

Special: Poison

Auto-attack only forces you to attack units belonging to other sides, not ferals and barbarians?

All field units auto-disband when on the field, except for heirs, because heirs always have a full treasury purse.

Archons should have around 50 move?

Max stack only good in same hex as warlord.

  • CITY FIGHTING RESTRICTIONS:
  • On turn, airspace can directly attack the outer wall/city, but not off turn.
  • Airspace may not attack the inner wall, or courtyard, when attacking the garrison area (exception: bomb type attacks).
  • Tower must be destroyed before courtyard can be attacked.
  • Air must attack tower first, before helping fight ground troops.
  • Air cannot attack tower offturn if they end turn in city airspace.
  • If grounded, fliers may not fly into airspace offturn.
  • Archers can attack fliers from outer walls or garrison. What parts of garrison?

CITY UNIT RESTRICTIONS: Air units may not land or fly offturn. Jillian could not land her mega until on turn. Orlies were stuck in jetstone tower until they were on turn again (why were they in the tower to begin with?) How does this apply to vamps?

CITY SACK
level 3-20k
level?- 40k (ransomed, not sacked)

That also means that Manpower's corpse is in the city, or right outside of it. Background suggests he fought outside of the city but there is no reason to do that. Wanda gets the copse so the city is 25ish hexes away




  • Day 0: Page 1
    • Gobwin Knob: Unknown. Happened before canon started. GK likely positioned army just outside of Warchalking, rather than garrisoning inside the city.
    • Jetstone: Battle for Warchalking. Jetstone attacks GK in the field. GK loses, and its chef warlord, Manpower, is croaked. Jetstone continues marching. Probably razes Warchalking, and continues marching. Stanley orders Wanda to retrieve corpse.
  • Day 1: Page 3
    • Gobin Knob: Wanda takes a green dwagon to the hex where Manpower was croaked. It's empty, so she can retrieve the corpse and uncroak Manpower. Since Manpower's corpse was intact, he was definately croaked during Jetstone's turn, and this means his corpse would depop at the end of GK's turn on the next day (since GK's turn starts before Jetstone). She and the uncroaked then fly over Warchalking, which has been razed. No sign of Jetstone army. Return to Gobwin Knob. Meets with Stanley. Refuses his order to pick a new warlord to promote to Chief. Tells him they need to use a spell to summon a perfect warlord instead. He agrees.
    • Jetstone: Jillian returns from scouting. Ansom mentions that Lofty/Shady elves will meet up in 2 turns (day 3).
  • Day 2: Page 9
    • Gobin Knob: Wanda negotiates for the Perfect Warlord spell.
    • Jetstone: Jillian heads off to scout. She croaks some GK units. Ansom also sends Warlord Webinar, with a ground force to try and follow Jillian.

  • Day 3: Page 11 (PARSON ARRIVES)
    • Gobwin Knob: Wanda gets summon spell. Casts the spell. Parson arrives. Jillian captured and brought to GK.
    • Jetstone: Full forces are now joined. Ansom does mission briefing. Says it may take as many as 5 more turns to reach GK, and another turn to surround GK ( army arrived on day 7, one day less, and then surronded city on day 8). Parson learns more about the world. Jillian interrogated. After finding Jillian's items, Webinar reports to Ansom that she was captured. Ansom hires Charlie.
  • Day 4: Page 38
    • GK: Parson's first meal pops, gets stat glasses. Jillian is allowed to escape, making her a fugitive. When a fugitive escapes during the captor's turn, unit takes her first turn at the same time as captor side, so she likely ran to him immediately. She finds Webinar, and is repatriated by him. Plan is set to capture Ansom when he comes to rescue her.
    • J: Vinnie convinces Ansom to stay in the column. Almost all air units are sent instead, along with Archons. Plan foiled. Parson creates new plan.

  • Day 5: Page 48 (DWAGONS WIPED)
    • GK: Parson gets Bracer. Dwagon attack on column.
    • J: Ansom is tricked. Jillian searches, finds column, breaks Wanda's mind control, messages Ansom, fights. She wins after Ansom and Vinnie join up which killed 22 dwagons, with 24 left. Wanda's mind breaks. Stanley is mad. Orders them to have the dwagons come home and then break the connection. Lookmancer dies, Foolmancer goes mad, and the thinkamancer remains okay.
  • Day 6: Page 75
    • Pre-Dawn: Stanley orders his troops to gather. Parson wakes up early, and goes to the war room, where Lookmancer's corpse is. He claims the body before dawn.
    • GK: Parson gets first sword piece, and learns what units Jetstone has (klog 007, right after page 77), studies the tunnels, and orders Sizemore to fortify the area. Dwagons return from the ambush location. Stanley leaves with dwagons and knights, veils into airships.
    • J: Marbits enter the tunnels, but don't search too deeply. Jillian does scouting, and decides Stanley left. Ansom orders her to return, so she can't hunt Stanley. After returning, she's now willing to talk to Ansom about her past. Says Stanley is making a new side where her old one was.
  • Day 7: Page 86
    • GK: Parson gets second sword piece, and learns what units Jetstone has (page 86). Sizemore leads attack on a scout column. Parson goads Ansom but is interupted by Stanley calling about Jack. Suggestion that maybe saying his name would help. No one knows Jack's name. Jack veils again, as parade floats.
    • J: Jillian goes to confront Wanda. Wanda recovered enough to talk back on tower. Jillian says she's hunting Stanley, which causes Wanda to unleash all air defenses. Jillian takes what remains to the pass, where Stanley will cross. Ansom has decided not to attack this turn so he can attack both the walls and the tunnels together with full force. The main attack will be through the tunnels, and will only use Jetstone troops. He sends all of his marbits, along with Webinar, and another warlord, to the underground to attack next turn, and breaks alliance with Jillian, Charlie, and TV. Jillian is hired by TV. TV (and Charlescomm) is an older side than GK which lets Jillian/TV move first next turn. Charlie backstabs Ansom, and is a free agent again.

  • Day 8: Page 104 (VOLCANO)
    • CharlesComm/ Transilvito: Jillian moves to catch up with Stanley, gets to the pass first. Meets with TV forces, led by Caesar, and prepares to ambush. Charlie moves in around GK. Parson negotiates so Charlie doesn't attack.
    • GK: Parson gets luckmancy charms and 3rd sword piece, which gives him a big leadership bonus. He moves all forces away from walls, and into tunnels to fight. GK wins, and uncroaks all dead units, which are then put back on the walls. Stanley flies into an ambush. Loses majority of his forces, and retreats back to GK. Jack has heard his name, from Parson, and Jillian, and can veil normally again.
    • J: Ansom singlehandedly attacks walls to make a weak spot for siege. Wanda attacks him. Ansom signs a new deal with Charlie, and archons destroy GK's air force. Archons are restricted to GK airspace until Jetstone's next turn. Wanda injured. Sizemore heals her with scroll. Outerwall breach. Fighting takes place. Last minute cram session for Parson, while Ansom takes over the outer city. Ansom decides to continue attacking to the inner city this turn. Breaks through the inner gate. Parson moves all troops to the courtyard. In the hope of making Ansom retreat to outer city, and has Wanda lead dancefighting. Shady/Superfluous elves break alliance and leave. Ansom uses archons to allow his side to also dancefight. More of the inner walls collapse. After realizing he's going to lose, Parson conceeds the courtyard, and then fakes surrender, while retreating to the dungeon (must hold dungeon, not just tunnels, or city falls to Jetstone) . This deceit croaks Ansom, and Bogroll. Sizemore causes earthquake that brings city to a level 1, and destroys the tower. Doesn't kill enough enemies. Parson orders a link to uncroak the volcano. Escapes to Magic Kingdom. Caster link is safely broken by master thinkmancers. Parson is knocked out. Bunny tells Ceasar that everyone died, and he tells everyone else.
  • Day 9: Page 157
    • TV: Caesar is told to bring Jillian with the remainder of their forces to the capital to meet Don King.
    • GK: Wanda attunes. Decrypts Ansom (Ansom is fated to be the first person decrypted). Jetstone units were croaked on Jetstone's turn, therefore, they depop when GK finishes its next turn. Decrypts everyone else. Parson destroys sword. Sizemore collects gems. An armored blue dragon pops. Stanley rebuilds city, returns to GK. Fires Parson, and makes Ansom new chief warlord. A fireworks celebration is had.





Volcano is now day 0.

Day 1 (TV) Flies back to TV capital.
Day 1 (GK) Wanda attunes to arkenpliers. Decrypts army. Smuckers to repair city. Dwagon pops. Parson destroys sword. Stanley returns to GK.

Day 2 Ansom sets out to take Warchalking
Day 4 Ansom captured Warchalking
Day 8 An additional city has been captured (2 total)
Day 18 Ansom captured Orgchart.
Day 24 A total of 9 cities have been captured. FIrst Megawiff popped.
Day 29 Unibrow is the mustering point, was probably captured recently. Two turns away from uniroyal, capital of the side, it is 200-300 hexes from GK. It will be the 13th city captured (14 total, with GK). That means a total of 12 cities have been captured.
Day 31 Unaroyal captured.
Day 42 Jillian sallies out to attack Jitterazzi.
Stated army:
Five warlords, seven knights, six megalogwiffs, and twenty-eight gwiffons.
  • Earliest creation of Faq?
    • Let's say it's day 9. Meaning 33 days total.
  • Earliest arrival of Turnmancer?
    • Day 32. Meaning day 23 after the founding of Faq.
  • My System:
    • Founding of Faq is day 1.
    • First mega is day 16 (end of cycle 2)
    • Vanna starts casting on day 24 (start of cycle 4)
    • Attack on Jitterazzi was day 33 (start of cycle 5).
    • Megas take 8 turns, gwiffens take 2 turns, warlords take 2 turns.
    • I work in 8-day cycles.
    • How to apply 2/3rd speed on cycle 4?
      • 1/3rd in basic 8 is 8/24.
      • Over 3 cycles, can pop 4 megas instead of 3. Speed lowered to 6.
        • Pops on turns 6, 12, 18, and 24.
      • Over 1 cycles, can pop 6 instead of 4.
        • Pops on turns 2, 4, 4, 6, 8, 8
      • Using 3 cities, can pop like this.
        • City 1: Mega, Gwiffen
        • City 2: mega, gwiffen*2
        • City 3: gwiffen*2; warlord*4
  • Total cycles:
    • 4 cycles. Three normal speed, and one at 2/3rds speed.
  • Megas:
    • 0+0+0=0 first cycle
    • 1+0+0=1; second cycle
    • 1+0+0=1; third cycle
    • 1+1+1=3; fourth cycle.
      • How to apply 2/3rd speed?
      • 1/3rd in basic 8 is 8/24. Over 3 cycles, can pop 4 megas instead of 3. Speed lowered to 6.
  • Gwiffens:
    • 3+0+4=12; first cycle
    • 0+4+4=8; second cycle
    • 0+4+4=8; third cycle
    • 1+2+2=5; fourth cycle
    • Total is 24
  • Warlords:
    • 1+0+0=1; first cycle
    • 0+0+4=4; fourth cycle
  • Knights:
    • 0+8+0=8; first cycle
Best I can do with current rules is 4 megas (out of 6), 28 gwiffens (out of 28); 5 warlords (out of 5); 8 knights (out of 7).
  • Speed of production:
    • 5 warlords
      • 5 warlords * 2 days / 3 cities= 3.3 days
    • 7 knights
      • N/A (could all be promoted and avoid production)
    • 6 megas.
      • 6 megas *8 days /1 city = 40 days. No good
      • Day 24 popped first.
      • Day 42 popped 6th
      • 42-24= 18 days to pop 5 additional units.
      • Earliest arrival of Turnamancer is day 32
      • 42-32=10 days.
      • 8 days normal, 10 days Vanna.
      • Second mega on day 8
      • 2/3rds. Lets say 5 days, and that Vanna can do all 3 cities by ignoring level restrictions.
      • Can pop 6 additional megas.
      • Pops 4.
    • 28 gwiffens.
      • 38 megas *2 days /3 cities = 25.3 days
According to how I price upkeep, and I think I may be underselling the cost, I'd say five warlords ($400), seven knights ($140), four megalogwiffs ($1,440) and twenty-one gwiffons ($1,680). Plus we got at least 2 more warlords ($160), and a noble caster... lets say another $400. They took 2/3rds the air force, meaning another 2 megas ($720), and another 7 gwiffons ($560).
Just from known units, we got a total upkeep of $5500.
Jillian has 8 city levels, for a total income of $7,680+$100 for city manager. We are right at the limit of income, and there are absolutely more troops after this point, plus all the natural allied Western Giants.
Those funds allow Jillian to not have to worry about boosting production, because she could handle the upkeep. It lets her hide the cost of the allies, which Charlie is going to pay, but Don doesn't know this. The faster you boost production, the sooner you start having your upkeep chipped away. The most money you can make is by having the least amount of pops while getting the largest amount of money. If she didn't have extra income, it wouldn't be a good idea to be speeding up production.

Day 53 TV starts popping a new heir (possibly started on turn 54 to let a sixth mega pop).
Day 55 Jillian sets out to Jetstone. Has 6 megawiffs.
Day??? Prorock.
Day 62 Captures Brookstone. Two turns from jestone with only normal infantry. Gobwin Knob's side now spanned 16 cities, and about 9400 units

Day 64 Captures Jetstone. Jetstone had around 6k troops (only 600 being archers), and 50 warlords.
Note: A statement was made that the fall of Jetstone was 41 days after Unaroyal, which makes the capture of Jetstone 72 days after the volcano.

Start book 3. Fall of Jetstone is the new start point. TV heir 11 days in.

Day 3 Jillian takes Bohica. This is the fifth city Jillian has taken since she starting going after Stanley. She is closing in on Orgchart, Warchalking, and Greenwashing (all in ONE turn?). Orgchart is 24 hexes from Bohica, and Jillian camped 8 hexes from Orgchart in a deep forest hex.
Day 4 Stanley flies to attack Jillian. Says he can get to Jetstone in 4 turns. Charlie makes a deal. 30 day truce.
-1181/550 Charlie
-1252/461 Faq
-1156/398 Spacerock
25/152 GK to charlie 96/63 to Faq? No, that makes no sense.

Day 5 (1) Charlie got some archons with scrolls to heal people up before Faq turn started.
Day 6 (2) Prorock rebuilt, Jillian returns to faq.
Day 7 (3) Stanley arrives in Spacerock. Parson holds strat session. Maggie tells him about possibly severing arkentools from units.
Day 8 (4) Faq heir born.
Day 9 (5) Talk with Haggar. Lilith was turned over to Charlie from Jetstone.
Day 10 (6) Jed created, return to MK, Zoppa 6 turns travel from Spacerock, Prince Albert kills a sargent.
Day 11 (7) Charlie sends 75k to Parson.
Day 12 (8) Parson talks with Bunny. Ansom heads to Jetstone. Lilith starts the journey to Charlescomm.
Day 16 (9) Zoppa arrives at Spacerock. Jed mentions Juggle elves. TV lose a city. Parson talks love with Janis. Also, it's been 3 months, not 4.
Day 17 (10) Stanley heads out to meet Juggles. TV loses Aqua Vita.
Day 20 (13) Stanley arrives at Juggles. Ansom arrived at Jetstone? Lilith arrives at CharlesComm. Everything goes south. Battle in the MK. Parson gets captured. After being captured TV turn starts (????) and parson gets meal. Caesar gets told they caught Parson, before their turn started.
Day 21 (14) Parson gets another meal. Ceasar is making his way to GK. Ansom leaves Jestone and heads towards Faq.
Book 3 end.

Start book 4. TV heir 32 turns in production.
Since Jetstone fall (treaty with CC; Start of book 4)


Day 21 (14; 1) Caesar arrives in TV. Questions parson. Bill starts doll treatment,
Day 22 (15; 2) Dish moved inside. Lost: remote linkup; shockmancy traps; ability to record and save every single thinkagram; can't watch both sides of a thinkagram simultaneously. Charlie figures out where Parson is, and calls Jillian. Gives her 180k to get her to send Vanna over to GK. Jillian starts pumping up Giants for a takeover. Charlie needs to put the dish back top to remote link. Discussions with ransoming Parson continue.
32 turns until heir pops. Likely a mistake. Should be (60-33) 27 days.
Day 23 continued (15; 2) Vanna arrives. Stanley returns (took 3 days to return). Banquet. Vanna sleeps with Don. No torture today.

Day 24 (16; 3) Dish is being moved to tower top. Vanna finds out that Parson is in TV, tells charlie. Trial on Wanda is ongoing. Ben visits MK, gets told that Charlie is looking to pay 300k on parson. Ben realizes Vanna/Jeff working for charlie via bracer. Don has dinner with Vanna, denies Parson is a prisoner. Caesar punishes Bill, finds out about Bunny's past. No torture for a second day.
Day 25 (17; 4) Fourth night in Jail confirmed. Timeline Matches. Caesar questions Parson about Charlie. Asks Vinny for evidence that Jillian is working for Charlie, and it gets sent back. Giants breeding for 3 turns. Meeting on what to do in TV. Jillian captures Ansom, who has just arrived after a 5 turn trip from Jetstone. Refuses to take Don's call, indicating she might be attacking him. Don decides to talk to Parson. Agree to work with Parson. Bunny improves connection between doll/maggie. Maggie calls for Jed while asleep. Doll breaks out Parson and Jack. Parson sees maggie leaves, promptly gets caught (because of course he does).
Day 26 (18; 5) Ace learns guns got carny magic. Parson suggests a plan to protect if charlie attacks (would have been nice if there was a plan for Jillian). Charlie calls Don and offers him a bribe. Don takes the bribe. Tells parson he's sending him back to Earth. Ivan and Poe do a breakout from the dirt mansion. Vanna turns to TV. Caesar locks her anyway. Don locks caesar in a cell too. Ivan and Poe turn, and then are croaked.
Day 27 (19; 6) Jillian conquers GK, tells Don King. Don tries to disband Caesar, Bunny croaks Don instead, and dies from the badness restrictions. TV breaks alliance with Faq, takes Jillian's cities, allies with GK, repatriates Parson and Ansom. Wanda dectrypes casters. Casters stage a breakout for Wanda and go below bedrock again. Trial interrupted. Charlie ambushes Wanda, failed to make a deal. Tries to croak wanda, fails because Link!Isaac cuts their strings. Link!Isaac mind controls Ivan to open passage through bedrock, links with him. Roger goes to TV portal.
Big Think links and tries to make impenetrable armor, fails. Makes Tower sentient instead. Takes wonky hammer, cart, and fox 5 archon, with him. Implants Isaac into the tiny doll. Big Think goes around making all towers sentient.
Charlie's temple repairs the power connection, Charlie gets full access to thinkamancy again. Goes through a ton of backed up calls, talks to buck about helping him destroy bedrock. Wanda talks to Isaac about giving life to dolls. Isaac suggests reparating Lilith again.
Charlie gets a record of his golem and it showed Isaac before cutting out. Roger does his plan to send Parson home, it works, Roger dies in retaliation, charlie pays 19 mill. Parson goes back to Spacerock instead. Bill turns to Charlie, and so do his dolls, capture Ceasar, Charlie gets his money from GK back that Parson left with TV as gems.
Temples begin negotiating for Caesar's freedom.
While captured, Maggie learns that the doll is using a heartstrong connection, she uses it to destroy bill's sense of self.
One of the predicts caused a dirtmancer to break the portal collar to Gobwin Knob (Faq's new capital)
Big Think stole the pliers. Decided to bring them to life like the cities, and died doing so.
PAGE 181 is a conversation between pliers and Isaac. Fragments are big think. BT wanted to copy croakmancy to live from wanda, she said no. They tried to use pliers themselves, but can't. Then they saw pliers as portals, uses turnmancy, connected to source. They thought about how croakmancy could be like making golems, both give motion to objects, even if there is a time limit for uncoaking. They showed pliers how to be born so that it could save them instead. Big think continues to live as fragments even after dying? Making the pliers alive killed big think
-Towers negotiate
- Dirtmancers create rocks on ceiling and then drop it on Wanda, killing her.
-TV & CC make contract, both sides cheat the other. Caesar realized Bunny was killed, Charlie won, so he committed suicide by portal.
-Isaac doll is still alive, finds his corpse, pliers will fix him.
-Hueh can make a sort of Caesar ditto. This ditto was used to sign a contract with CC. It wasn't a true ditto though, so this allowed for methods of contract cheating not allowed.
-Hueh kept side alive, despite Caesar's death, because of the Ceasar ditto. He then made Skyy new queen by using the ditto-ish Caesar to make Skyy heir. Hueh then deleted the ditto. Normally, a contract continues despite a ruler dying but, because this was a fake ditto, the agreement made died with it. Previous contract was deleted to make new contract, but old contract can not be reinstated. With no contract in place, Bill doll is ordered to run away.

-Roger had been secretly working with Jojo to kill off Charlie, Parson, Wanda, and Stanley. His all his baddie behavior in a secret part of his mind, using stuff learned from linking with Jojo to create a different version of himself to present to the world. When Great Minds killed, he blamed parson, tried to kill him, failed.
-Roger was not a charlie agent, probably passing info to Jojo, and Jojo pretended to not let charlie know where the info came from.
-Signmancers made an agreement with dirtmancers so they could keep the guns, but would have to follow the rules on executing prisoners. Following rules make the casters feel more secure about the dirts not misusing their abilities. Signs matter because signmancy agreements are the glue that hold caster society together.
 
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Chapter 04- Toma RPG: Command Infantry

Commanders are the leaders of Erfworld. They organize the armies, grant battle bonuses, and build cities.​


1.0 Stats/Classes

New Stats
  • Level (lv):
    • Provides a small boost to a unit's base stats.
    • Certain specials, such as leadership, increase in power with each level up.
  • Experience (exp):
    • Required for leveling up.
    • Typically gained by defeating non-allied units, but can also be earned through training and other methods.
Classes
The following four infantry classes are collectively known as the command class. They include unique features and specials that contribute to the dominance of humans.
  • Commanders have the purse and command specials.
  • Only human commanders can have the royal trait, and only royal rulers can pop royal/noble trait units.
  • Commanders can choose their weaponry (affecting weapon type, style, range, and specifics), stat traits, terrain specialization, and at least one special (can replace adv. initiative).
    • Courtiers are noncombatants without access to weaponry or extra specials.
Unit's Class
Trait
Special​
Level
Experience
-NEW-​
Type
Terrain
{Terrain Specialization}​
Race
Rank
Size​
Combat
Defense
Damage​
Move
Hits
Evasion​
Weapon
Style
Range​
Specifics:
Reach/Ammo​
1. Courtier (non-combat)
Tr: N/A
Spl: Command, Purse,
Promotion.
Lv: 1
Exp: 0/4
Typ: Infantry
Ter: Land
{TSp: Garrison}
Rce: Human
Rnk: 1
Sze: Sml (3)
Cbt: 2
Def: 2
Dmg: 0.5
Mv: 6
Hp: 4
Evn: 7
Wpn: Punch
Sty: Melee
Rng: N/A
N/A
2. Caster (non-combat)
Tr: Noble
Spl: Command, Purse,
Scout, Adv. Initiative,
Caster.
Lv: 1
Exp: 0/7
Typ: Infantry
Ter: Land
{TSp: Rider}
Rce: Human
Rnk: 2
Sze: Medium (4)
Cbt: 2
Def: 2
Dmg: 1
Mv: 8
Hp: 6
Evn: 7
Wpn: Punch
Sty: Melee
Rng: N/A
N/A
3. Warlord
Tr
: Noble
Spl: Command, Purse,
Scout, Adv. Initiative,
Leadership
Lv: 1
Exp: 0/7
Typ: Infantry
Ter: Land
{TSp: Rider}
Rce: Human
Rnk: 2
Sze: Medium (4)
Cbt: 5
Def: 5
Dmg: 2
Mv: 8
Hp: 6
Evn: 7
Wpn: Sword
Sty: Melee
Rng: Middle
5'(5)
4. Warlord (Heir)
Tr
: Royal; Heir
Spl: Command, Purse,
Scout, Adv. Initiative,
Leadership, Extra Atk.,
Fate's Favour.
Lv: 1
Exp: 0/7
Typ: Infantry
Ter: Land
{TSp: Rider}
Rce: Human
Rnk: 3
Sze: Medium (4)
Cbt: 5
Def: 5
Dmg: 2
Mv: 8
Hp: 6
Evn: 7
Wpn: Sword
Sty: Melee
Rng: Middle
5' (5)
Note: Units with the royal/noble traits gain +1 to combat/defense, and exp requirements are lowered by -1.
  • Courtier
    • Cheap non-combatant command units that help run cities.
    • Popped specifically for non-combat reasons and can be popped at half-rate.
      • Can pop 1 or 2 per turn.
      • Horses, diggers, and casters, while also non-combat, serve combat roles and do not pop at half-rate.
    • Promotes to warlord.
  • Caster
    • Battle stats are equal to a basic unit (plus noble stat increase)
    • Casting is not yet implemented but will have its own chapter.
  • Warlord
    • The core of any army group.
    • Leadership grants either a battle stat bonus to all allied units within the same hex or a higher bonus to a stack of 2 to 14 units.
    • Can use any weaponry options that knights have, not just swords.
    • Adv. initiative, stat traits, and terrain specialization can all be customized.
    • Note: Must have a royal ruler to pop as a royal/noble warlord; otherwise, pops as a normal warlord (includes warlord heirs).
  • Warlord Heir
    • Warlords (or casters) that are the offspring of the ruler; the only rank three standard unit.
      • Becoming the ruler automatically upgrades a commander with the heir trait.
    • Extra attack allows Royals to attack twice per round, targeting the same or different units.
    • Fate's Favor is exclusive to level 3 commanders: Whenever rolling dice, roll twice and take the better result.
    • Experience requirements are lowered for Royals with this special (lowered from 0/8 to 0/7).
    • Luck is a zero-sum game, so other units will take disadvantageous rolls instead.
Warlord Promotion
  • Basic infantry can promote to warlords, but promoted warlords do not gain the noble trait.
  • Barbarian commanders may not gain the noble trait either.


2.0 Levels & Experience

All units start at level 1 and can increase their level by gaining experience points. Levels provide incremental stat upgrades.

  • Leveling Upgrades: Level increases grant bonuses to movement, combat, defense, and hit points.
    • Level 2: +1 movement
    • Level 3: +1 combat and defense
    • Level 4: +1 hit points
    • Odd Levels: +1 combat and defense
    • Even Levels: +1 movement or +1 hit points alternately
    • Quick trait (only): +1 move instead.


2.1 Experience Points
Units gain experience through battle or training.

The experience gained from croaking is equal to level-up requirements. Croaking a same-sized regular unit gives enough exp to get to level 2. Basic units give half-experience, but still have the same level-up requirements as regulars. Royals/Nobles have a lowered exp threshold.

Unit SizeBattle (1 unit)
or
Train (8 days)
Level 2
Bonus: +1
mv
Level 3
Bonus: +1
cbt/def
Level 4
Bonus: +1
hp
Level 5
Bonus: +1
cbt/def
Level 6-9
Bonuses: Same
as levels 2-4
Level 10+
Bonuses: Repeat
levels 2-4
Tiny1 exp0/1 exp0/2 exp0/4 exp0/8 expMultiply requirements
by 3 (24, 72, 216).
Multiply
requirements
by 4. (864, 3456...)
Petite2 exp0/2 exp0/4 exp0/8 exp0/16 exp*3 exp*4 exp
Small4 exp0/4 exp0/8 exp0/16 exp0/32 exp*3 exp*4 exp
Medium8 exp0/8 exp0/16 exp0/32 exp0/64 exp*3 exp*4 exp
Large32 exp0/32 exp0/64 exp0/128 exp0/256 exp*3 exp*4 exp
Huge64 exp0/64 exp0/128 exp0/256 exp0/512 exp*3 exp*4 exp
Immense128 exp0/128 exp0/256 exp0/512 exp0/1024 exp*3 exp*4 exp
--------------------------------------------------------------------------------
Small
(Basic)
2 exp0/4 exp0/8 exp0/16 exp0/32 exp*3 exp*4 exp
Medium
(noble/royal)
8 exp0/7 exp0/14 exp0/28 exp0/56 exp*3 exp*4 exp
Large
(basic)
16 exp0/32 exp0/64 exp0/128 exp0/256 exp*3 exp*4 exp
  • Battle Experience:
    • Experience gained from battle is determined by the size of the defeated units.
    • Defeating a same-sized unit gives the amount needed to reach level 2.
      • Certain specials (e.g., leadership) give a 25% exp bonus for every level above the first (lv 5 = +100%).
    • Swarm-units are worth 8 times normal exp.
      • No exp if croaking a swarm that doesn't have 8 units.
      • No experience is gained if the size differential is 5+.
  • Training:
    • Training for 8 days yields the same exp as croaking a same-sized unit.
      • No exp unless training for 8 consecutive days.


3.0 Status Traits and Specials

Some humans are simply better than others, and are considered to have been granted the right to rule by the Titans themselves.
  • Royal:
    • Can only be popped by a royal ruler.
    • Only popped in the capital city.
    • Double pop time (4 turns).
    • Ruling royals grant all combat-ready commanders the noble trait when popped.
    • +1 to battle stats.
    • Leveling threshold reduced by 1/8.
  • Noble:
    • Requires a ruling royal when popped.
    • +1 to battle stats.
    • Leveling threshold reduced by 1/8.
    • Nobles' titles depend on city level:
      • Viscount (level 2 city)
      • Earl (level 3 city)
      • Marquess (level 4 city)
      • Duke (level 5 city)
  • No Status Trait (Commoner):
    • All infantry units not listed as royal or noble are commoners.
    • Coutiers are always commoners.
    • Commoner command units are titled "Lord."
      • Can be bestowed the title of baron.
    • Cannot be promoted to royal or noble.
  • Heir:
    • Rank 3 warlords or casters.
      • All rulers gain this trait/rank.
    • Pop time: 64 turns.
    • Doubles upkeep.
    • Can be promoted to heir for 100k (no noble or royal trait gained).
    • Becomes ruler if current ruler dies (multiple heirs allowed).
    • Unlimited treasury access.
      • Will not disband if the side falls; keeps a full purse.
      • All nearby sided units come under the heir's care.
    • The side is destroyed once all rulers are croaked.

3.1 Specials
The specials for command units are the most complex and impactful.
  • Command (infantry only):
    • Partial ablity to see stats (cbt, def, mv, hp, weaponry, lv, race/class, specials).
      • Can only see specials of sided units (not allies/enemies).
    • Identify which warlord leads a personal stack.
    • Commanders and allied non-command units in the same hex area are immune to auto-attack.
    • Orders allow regular units to gain the scout special.
    • Create formations/screens (see section 6).
    • Doubles base upkeep.
    • Required for ruling over others.
  • Purse (human commanders only):
    • Carry and use smuckers ($1,000 per level), with ruler's permission.
      • Always knows the treasury amount.
    • Claim cities for the Side, or a capital city site to found a new Side. See chapter 06.
    • Eating extra food only reduces upkeep by 50% (not 100%) when neutral.
      • Must pay at least half upkeep costs per day, or disband.
  • Leadership (rank 2; infantry scouts only):
    • Perminent battle stat bonus of +1.
    • Increases battle stat bonus by 1 per level.
      • Leadership bonus can cover all allied units in the same terrain hex.
    • Commanders with higher leadership can give orders to those with lower levels.
    • +1 to the rank stat when determining upkeep.
    • Increases base upkeep by 25% per level.
  • Caster (rank 2; humans only):
    • +1 to the rank stat when determining upkeep.
    • NOT IMPLEMENTED (requires a full chapter to explain).
  • Extra Attack (rank 3; medium/large sized only):
    • Attack twice per battle round (can target same unit).
    • Cannot combine with cleave.
  • Fate's Favour (rank 3; heirs only):
    • Advantage on battle/saving rolls (roll 2 dice, take better result).
    • Nearby non-commander ally gains disadvantage (roll 2 dice, take worse result).
    • Doubles base upkeep.
Restrictions on Specials Selection
The ruler of a Side influences the commanders, affecting their terrain, terrain specialization, and non-mandatory specials (Adv. Initiative, Extra Attack). Commanders often inherit traits and abilities from the monarch.

Example: Humans from Transilvito, often called vampires, have unique traits due to their ruler. Their terrain is sky, locking them out of terrain specialization. They replace Adv. Initiative with "Possess Beast" and have a life drain trait, requiring them to feed on living units. Their appearance and abilities reflect their ruler's atypical abilities.
  • Possess Beast:
    • Warlord can see through the eyes of a beast unit and direct its actions.
    • Range: 20 hexes. Possessed beasts are considered scouts.
    • Warlord must actively possess the unit to know its actions.
    • Enemy commanders can immediately tell if a unit is being possessed.

3.2 Leadership Bonuses
Leadership bonuses focus on the leader unit but can extend to all units in a given hex. Alternatively, the bonus can be focused on a specific stack (group) of units, providing additional benefits.
  • Stack Bonus (1-16 units):
    • Requirements:
      • Leadership covers a maximum of 16 units in the same terrain hex, including the leader.
      • Units 3+ sizes smaller than leader become swarm-units and count as single units.
      • Cavalry units count as a single unit.
    • Bonuses:
      • Variable stack bonus to battle stats (bonus of 1 to 4).
      • Gains the leader's terrain specialization and scout special, if available.
    • Additional Details:
      • Stack bonus applies while all units are in the same terrain hex, even if the leader/stack is separated.
        • Stack loses scout special if the leader is separated.
      • If multiple leaders are in a stack, one is selected to give bonuses; others are treated as if they do not have the leadership special.
        • Stack leader commands all units in the stack (unit must be a commander).
        • A commander can impose his leadership bonus on another commander with higher leadership only in this context.
      • If the warlord dies, the stack loses all bonuses and becomes a group stack.
Stack Bonus Progression
  • One unit: +0 bonus
  • Two/Three units: +1 stack bonus
  • Four/Five units: +2 stack bonus
  • Six/Seven units: +3 stack bonus
  • Eight units (MAX): +4 stack bonus
  • Nine/Ten units: +3 stack bonus
  • Eleven/Twelve units: +2 stack bonus
  • Thirteen/Fourteen units: +1 stack bonus
  • Fifteen/Sixteen units: +0 bonus
  • Seventeen or more units: No longer counts as a leadership stack
Example: A level 3 warlord (+3 leadership bonus) in a 9-unit stack (+3 stack bonus) results in a total bonus of +6 (damage doubles with a +6 bonus).

Chief Warlord
  • Grants two passive bonuses to allied units not under another leadership special:
    • Half leadership bonus (round down; can be 0) to all units in the same terrain hex.
      • Can maintain a separate stack bonus while the rest of the army benefits from half the bonus.
      • Chief cannot benefit from the chief bonus while affected by another leadership bonus.
    • One-third leadership bonus (round down; can be 0) to all units outside the same terrain hex.
Chief Warlord
  • Appointed by the ruler. There is only one chief warlord at a time.
    • Must have the leadership, command, and purse specials to be appointed as chief.
  • Grants a passive battle stat bonus to all units on the side not already affected by a leadership bonus.
    • Bonus remains unless the chief croaks.
  • Can give orders to any other unit, except the ruler.
  • Can sign agreements on behalf of the ruler.


4.0 Warlords

Almost every nation is ruled by a warlord. Without these commanders, the collective cannot grow and thrive.

Warlords are defined by their combination of three specials: Scout, Command, and Leadership, which maximize their ability to lead group battles. All human warlords also have the Purse special, required to claim a capital city site and found a new side, along with at least one other special (typically Advanced Initiative). Warlords have various designations:

Warlords (Rank 2):
  • Titled Warlords (Royals and Nobles):
    • Pop only in cities ruled by a royal.
    • Royals pop only in the capital city, are always the ruler's descendant, and take 4 turns to pop.
    • Experience threshold is 1/8th lower.
    • Base battle stats increased by +1.
  • Commoner Warlords (Barbarian and Promoted):
    • Can pop in cities without a royal ruler, in the field, or be promoted from another infantry unit with the promotion special.
    • Commoner decendants pop only in the capitial city, and take 4 turns. No special title.
    • Barbarians pop randomly in the field and often croak after a day due to needing money for upkeep.
    • Titled warlords, even without a side, receive better treatment.
    • Promoted warlords on a royal side are generally held in low regard. Many Sides consider it taboo.
    • Sides ruled by commoners are also generally held in low regard and are more likely to be attacked.
Warlord Heir (Rank 3):
  • General Information:
    • Takes 64 turns to pop, making a rank 3 commander.
    • Gains the Heir trait, Fate's Favour special, and an additional special (typically Extra Attack).
  • Titled (Royals Only):
    • Becomes ruler if the current ruler dies. A royal ruler is called a King or Queen.
    • Any royal warlord can be promoted as a titled heir (promotion special is not required). Cost: $100,000.
  • Commoner (All Others):
    • Becomes ruler if the current ruler dies. A commoner/noble ruler is called a Regent or Overlord.
      • Regent means the current ruler has or is attempting to acquire a royal heir (typically adopted from another side), while an Overlord does not.
      • Adopting an heir does not make the unit count as the ruler's descendant. Royals are always aware of their true lineage.
    • Any commander can be promoted as a commoner heir (promotion special is not required). Cost: $100,000.
Chief Warlord
  • Appointed by the ruler. Only one chief warlord at a time.
    • Must have Leadership, Command, and Purse specials.
  • Grants a passive battle stat bonus to all units on the side not already affected by a leadership bonus.
    • Bonus remains unless the chief croaks.
  • Only one chief can be appointed per day.
  • Can give orders to any unit except the ruler.
    • Can give orders to the ruler if the Side's survival is at stake.
  • Can sign agreements on behalf of the ruler, use treasury funds, and control unit production.
Ruler
  • Using the Purse ability, a warlord can claim an empty capital site and become the ruler of all units that pop from it.
  • Rulers upgrade cities, decide unit production, knows when a unit/city has been croaked/captured, and sign agreements.
  • Rulers always have a general sense of all unit locations, and can issue orders to them via telepathy (thinkamancy).
  • A side must have a ruler, or it falls into neutrality.
  • Rulers have no upkeep costs while they rule.
  • The current ruler can spend $100,000 smuckers to promote a commander to heir, creating a line of succession (or pop an heir).
Barbarian Warlord
  • When a human pops in the field, he becomes a barbarian.
  • Barbarians need smuckers to survive due to the Purse special or they disband at the start of the next turn.
  • Barbarians can pop new units but only with access to money, and the warlord must then pay upkeep costs for the units.
    • Treat unit production capacity as that of a level 2 city (level 3 if an heir).
  • Cannot pop command units.
  • If a barbarian joins a larger side, they lose this ability.
  • Can disband units they popped.
Note: All humans belong to a tribe (e.g., Stanley of the Plaid tribe), but the implications of this are unclear.


5.0 Tribes

Humans may be the only race that can claim cities and build empires, but numerous demi-human infantry races roam the world. Many of these form tribes with unique characteristics.
  • Origin:
    • A tribe starts with a non-human commander class infantry unit popping out in the field, becoming the chief of a one-unit side.
    • This unit can use money to buy items and units, gaining the leadership special.
  • Unit Characteristics:
    • Tribes are always infantry type units.
    • There are six ranks worth of units, including the commander unit class.
  • Survival and Upkeep:
    • Tribes don't need smuckers to survive; daily food suffices for upkeep.
    • They can pop new units in hexes at capacity without restrictions.
    • Ideally, tribes form alliances with human sides to have their upkeep paid, and become strong.
  • Head Chief:
    • The first warlord of a tribe holds this position and gains the leadership special.
    • If the head chief dies, the most senior commander (co-chief) becomes the new head, and gains the leadership special.
    • If all chiefs croak, the most senior non-command unit becomes the new head chief.
    • If the new head chief is not a commander, he must promote to commander before creating new units or giving orders.
Tribe Examples
  • Hobgobwins:
    • Unit Classes: Stabbers (rank 1), knights (rank 1), heavy knights (rank 2), warlord (rank 2).
    • Total ranks: 6
    • Tribal Special: Dance fighting
  • Marbits:
    • Unit Classes: Digger (rank 1), knight axemen (rank 1), spearmen (rank 1), crossbow (rank 1), warlord (rank 2).
    • Total ranks: 6
    • Tribal Special: Underground terrain bonus.

5.1 Standard Tribal Abilities
Non-human tribes always have the following specials at no cost:
  • Promotion:
    • All tribe members can promote to any other available class option within the tribe, even demoting to a lower class if necessary.
    • The cost for promotion is 1000$ * new unit rank.
    • Generally, the head chief decides on promotions, but any member can self-promote with access to money.
  • Tribal Special:
    • Most units have three specials. In a tribe, every member must share one of these specials, which becomes central to the tribe's identity. There are no level restrictions on what this special can be.
    • e.g., Gobwins = underground special; hobgobwins = dance fighting special; juggle elves = random special.
  • Membership:
    • Potential new members must be of the same race as the tribe and have one of his specials be the same as the tribal special.
    • Passing those conditions, any chief can allow new members to join.
Head Chief Abilities
  • Leadership:
    • Granted without cost to the head. Functions as a Chief Warlord bonus: full benefit to stacked units, half-benefit to units in the same terrain hex, and one-third benefit to others.
  • Smucker Purchases:
    • Only the head decides on spending smuckers for new units, promotions, or items/consumables. Unit cost: $1,000 * unit rank and size multipliers.
    • New units pop in the same terrain hex as the chief, akin to a level 4 city, with rate increases possible through breeding.
  • Relay Orders:
    • The Head can sense unit locations and give orders across hexes, similar to a side ruler.
  • Ruler Sense:
    • The Head can sense the location and general condition of their units with extra effort.
  • Alliance:
    • The Head has sole discretion on making alliances for the tribe, usually decided by a vote among warlords.
  • Exile:
    • The Head cannot disband tribe members but can exile them. Exiled units no longer receive orders or alliance benefits and must promote themselves to a chief to form a new tribe if not already one.
Breeding
  • 10 or more pairs:
    • Increases pop rate to the equivalent of 2 cities.
    • All units must copulate in the same area as the chief.
    • Double cost for all units.
  • 20 or more pairs:
    • Increases pop rate to the equivalent of 3 cities.
    • All units must copulate in the same area as the chief.
    • Double cost for all units.
  • 30 or more pairs:
    • Increases pop rate to the equivalent of 4 cities.
    • All units must copulate in the same area as the chief.
    • Double cost for all units.
  • 40 or more pairs (MAX):
    • Increases pop rate to the equivalent of 8 cities.
    • All units must copulate in the same area as the chief.
    • Triple cost for all units.
Note: For explanations of how cities pop units, see chapter 06.


6.0 Command Fighting

Commanders add a crucial ability to aid their survivability.

Screening (front/back lines)
Must use stacks of 16 units (plus the warlord) or fewer.
  • Before unit pairing, the commander can declare unpaired units being backline (behind the frontline).
    • Cannot issue orders if stunned/incapacitated (some exceptions for incapacitated).
    • Cannot follow orders if stunned/incapacitated.
  • Backline units generally cannot attack or be attacked.
  • If no units are declared as backline before pairing, the screen is not in effect.
Bypassing a Screen:
  • Fliers can partially bypass a ground-only frontline.
    • Number of attacking fliers is limited to the amount that can form primary pairings.
  • Backline projectile scouts can attack enemy backline units (-2 to hit).
    • Can only attack once per bout if target cannot attack back.
  • Area attacks hitting more enemies than pairings affect backline units; defender chooses targets.
    • Slam area attacks drag backline units to the frontline instead (forced primary pairing for bout; no slam damage).
  • When all frontline units are maximally paired, one backline unit is dragged to the frontline; defender chooses.
    • "Maximally paired" is when additional attackers would cause critical miss penalties or are physically unable to pair again.
Attacking from behind a Screen:
  • Backline projectile scouts can secondary attack enemy frontline units.
  • Backline projectile scouts can primary attack enemy backline units (-2 to hit).
  • Backline projectile scouts can primary attack supportline shooters, creating new bouts with full damage.
Cover Fire (supportline)
Melee units will not reinforce ongoing battles; must wait for the battle to end. Shooters can assist.
  • Shooters beyond the backline are in the support line.
    • Inflict half damage.
    • Can only be used as secondary pairings (can't attack units without primary pairings).
    • Costs ammo for cover fire.
    • Supportline can attack during the first bout if prepared, or second bout if surprised.


7.0 Player Characters

Players are advised to be a royal warlord in charge of a kingdom, but can also pop as any infantry unit with the scout/promotion specials.
  • If choosing a basic infantry without the scout special:
    • Add the scout special, increase upkeep by 50%.
  • If choosing an advanced infantry:
    • Add the promotion special, increase upkeep by 50% (free for tribal characters).
  • Upon promotion:
    • Character becomes a rank two warlord.
    • Weapon specialty can change as desired (e.g., sword fighting to bow).
Luck Points System
Playing as a warlord or caster is hazardous, but players can control their luck for survival and strategic benefits. Luck favors you but generally comes at the cost of hurting allies or empowering enemies.
  • Luck Reservoir:
    • Player characters have up to 3 Luck Points.
  • Fighting Advantage:
    • Before a bout, spend a Luck Point to get a 10 on the battle roll (no crit).
    • Reclaim by dictating an ally/subordinate rolls a 1.
  • Bout Damage Advantage:
    • Before a bout, spend a Luck Point to upgrade damage (double, or triple if already doubled).
    • Reclaim by dictating an enemy inflicts upgraded damage on an ally.
  • Skirmish/Initiative Advantage:
    • Before the skirmish phase, spend a Luck Point to treat all stat comparisons as the most favorable results.
    • Reclaim by dictating an enemy gets the same favorable treatment.
  • Critical Hits:
    • During a bout, spend a Luck Point to score an automatic critical hit (must be able to damage to crit).
    • Reclaim by dictating an ally/subordinate is critted at the start of a bout.
  • Danger Sense:
    • When ambushed, spend a Luck Point to change ambush to surprised battle status and avoid stunned status.
  • Other:
    • When fighting units with a luck or fate bonus, neither party can use their luck/fate ability.
Restoring Luck Points
  • Daily Restoration:
    • Regains 2 points at the start of the next turn.
  • Sparing a Non-Allied Unit:
    • Deliberately not delivering a killing blow restores one Luck Point (once per day).
    • The defeated foe must survive and not be captured on the day you fought.
  • Voluntary Frontline:
    • Moving to the frontline and being a primary pairing at the start of the first bout of a battle restores one Luck Point.
      • May not use Luck Points during that bout.
      • Must have at least one unit in the backline.
  • Stack Sacrifice:
    • Allowing two units within the same stack to be automatically critted by enemies grants one Luck Point (once per battle).
  • Negative Hits:
    • Having a Luck reservoir ensures a player will survive critical incapacitation and be healed at the start of the next turn.
      • Fate ensures the player is either left for dead or captured.
Roleplaying Restrictions
In the realm of Erfworld, characters' actions, when serving a ruler, are constrained by three fundamental principles, in addition to the innate need to survive. These restrictions emphasize the structured nature of the game's universe and the influence of affiliations on individual behavior.
  • Duty:
    • Primarily affecting commanders and chief warlords, duty compels them to act in the best interests of their ruler or faction.
    • Encourages initiative in service and discourages withholding crucial information unless it directly benefits their superior's agenda.
  • Loyalty:
    • Units exhibit loyalty either to an ideal, a faction, or an individual.
    • Strong loyalty can sometimes supersede duty, leading to actions that may be against the direct orders but are aligned with the loyalty holder's convictions.
    • Loyalty can also make units susceptible to manipulation or persuasion by those they are loyal to.
  • Obedience:
    • This trait dictates that units must obey orders given to them, although the level of obedience can vary based on loyalty and intelligence.
    • More intelligent or loyal units may voice dissent or even disobey orders outright if they believe it contradicts higher directives or the best interests of their ruler.
    • Disobedience may lead to consequences such as disbandment, but cunning units can find ways to circumvent orders clandestinely.
  • Self-Preservation:
    • Units are programmed to avoid actions that would lead to their own destruction if it would harm their side.
    • This inherent self-preservation instinct overrides any personal desires to end their own existence.
      • Exception is given to extreme circumstances where survival would significantly benefit their faction.


8.0 Turn Order (warlord bout battle)

Combat Turn Order:
  1. Select Units:
    1. Choose battle groups, noting on/off-turn status.
  2. Situational State (affects steps 3, 5, 6):
    1. Prepared: Groups are each spotted outside 2 rounds of move.
    2. Surprised: Groups are each hidden within 2 rounds of move.
    3. Ambush: Group is hidden from a spotted group within 2 rounds of move.
  3. Determine Initiative (affects step 6):
    1. Noncombatants: Auto-lose if in a group. If in both groups, tiebreaker.
    2. Sizes: Auto-initiative if entire group is 2 sizes larger (prepared only), or 2 sizes smaller (surprised only).
    3. Compare opposing units with lowest evasion. Check their respective moves. Higher move = +1 evasion bonus.
      1. Dash value (minus terrain penalties) can be used whenever move is involved.
    4. Higher total evasion wins initiative.
    5. Tiebreaker: Roll 1d10 (odds vs. evens).
  4. Determine Pairings:
    1. Select combat pairs as per "Section 9.1".
  5. Skirmish Rounds:
    1. Prepared (1-3 rounds): Shooters (only) attack; Short/mid/long range shooters fire 1/2/3 times at a single target.
    2. Surprised (1 round): All units stunned, unless posessing stun-negating specials (e.g. adv. initiative).
    3. Ambush (1 round): Hidden group attacks. Spotted group is stunned, no exceptions.
    4. Scouts can target shift before starting fighting rounds for steps 5, 6, and 7.
    5. Target results determined individually. All penalties/bonuses apply (e.g. stunned).
    6. If target stats differ by at least +2/-2 points, attacker misses/hits; otherwise, glancing blow (unarmoured = minimum blow).
    7. PCs: Always has the option to make a contested battle roll, instead of accepting calculated results of skirmish/initiative.
  6. Initiative Round (1 round; tiebreaker=skip):
    1. Prepared: Initiative side attacks.
    2. Surprised: Initiative side attacks. Units are no longer stunned.
    3. Ambush: Initiative side attacks. Units are still stunned, unless posessing stun-negating specials (e.g. advanced initiative).
    4. Before fighting, form new combat pairings for unpaired units. Success/Failure determined as in Skirmish rounds.
    5. If units are unable/unwilling to enter melee reach, can retreat before battle rolls. See section 5.0.
  7. First Battle Bout:
    1. Form new pairings for unpaired units.
    2. Scouts can attempt to retreat before battle roll. See Chapter 3, section 5.0.
    3. Roll 1d10 for highest statted opposing primaries, applying modifiers (auto-damage if size differential is 5+).
    4. Winner: Hits every round.
    5. Loser: Hits every other round, starting based on the degree of loss.
      1. Draw (0): Rounds 2, 4, 6... armoured= no damage; unarmoured (or if size differential is 3-4)= glancing blow.
      2. Loss by 1 to 3: Rounds 1, 3, 5...
      3. Loss by 4 to 6: Rounds 2, 4, 6...
      4. Loss by 7+: Rounds 3, 5, 7...
      5. Loss by 10+: Additional saving throw vs crit at start of round 1 (negative stats also cause this).
    6. Secondary Pairings: If all secondaries are smaller, auto-hit for full damage (supportline = half dmg)every even round, otherwise every odd round.
      1. If PC wishes to roll instead of auto-damage, it must also be done for the next round.
    7. Bout ends when one unit is croaked (with no units incapacitated).
  8. New Bout:
    1. Form new pairings for unpaired units, and repeat step 7, until all units from one player are defeated.
  9. Conclusion:
    1. Declare battle winner.
    2. Winning units gain experience points (see chapter 5).
    3. Adjust ammo stat (-1) after the battle.
    4. Check for other potential enemies. If none, units can recover 0.5 ammo.
      1. If there was a supportline opponent. Immediately begin prepared battle.


9.0 Target Selection

PC characters, and important NPCs, have a small advantage when it comes to pairing units together.

When doing a round of pairing, a unit must be paired multiple times to form a complete pairing, depending on the differential in sizes.

Sizes are as follows. Tiny (1), petite (2), small (3), medium (4), large (5), huge (6), and immense (7).
  • The differential results in the following, when pairing units:
    • 0 differential = 1 unit vs 1 unit
    • 1 differential = 1 unit vs 2 units
    • 2 differentials=1 unit vs 4 units
    • 3 differentials=1 unit vs 1 swarm-unit (swarm unit = 8 individual units; if less, then it does not count towards pairing)
    • 4 differentials=1 unit vs 2 swarm-units
    • 5 differentials=1 unit vs 4 swarm-units
    • 6 differentials=1 unit vs 8 swarm-units
Random Size Selection Examples
A large (5) unit vs medium (4), and small (3), units. The differentials mean that a large unit is matched up with up to 2 medium units during a single pairing round to form a complete pairing, or is matched with up to 4 small units. Alternatively, the large unit could be matched with 1 medium unit and 2 small units.

A large (5) unit vs petite (2), and small (3), units mean that the large unit can be matched up with a single swarm-unit of petite units (which make up 8 seperate units), or four small units, to form a complete pairing.


9.1 Unit Selection
  1. Determine First Selector:
    • Odd Bouts (including skirmish): Initiative/tiebreaker winner selects first.
    • Even Bouts (including initiative): Initiative/tiebreaker loser selects first.
  2. Screening:
    1. Check to see if there is a commander that is not stunned.
    2. If yes, then all units that are not paired with an enemy can be declared to be frontline, or backline.
    3. If no, treat entire group as being frontline.
  3. Primary Pairing (Regular/Stunned Units Only):
    • First Selector:
      • Chooses a primary pairing for all frontline units of one class/race from each side.
      • Prioritize same-sized pairings first.
    • Second Selector:
      • Chooses a primary pairing for all frontline units of one class/race from each side.
    • Repeat Alternating Selections:
      • Continue alternating selections until all regular/stunned units of one side have primary pairs.
  4. Scout Pairing (if applicable):
    • First selector pairs his PC.
    • Second selector pairs his PC.
    • First Selector:
      • Pairs all scouts with frontline enemy units, ensuring all enemy units are partially paired first.
    • Second Selector:
      • Pairs remaining scouts under the same rules.
  5. Secondary Pairing:
    • If frontline units remain unpaired, return to Step 2.
    • These become secondary pairings and include previously paired units.
    • The positions of first and second selectors are reversed.
    • Prioritize creating incomplete pairings, fewest pairings, and same-sized pairings, in that order.
    • Supportlines are includes starting bout 1 (prepared, or bout 2 (surprised).
      • Supportline can only attack enemy frontline as secondary pairings (half-damage).
    • Treat scouts as regular units.
  6. Finalization:
    • Ensure all units are paired.
    • Resume battle turn order.
Pairing Definitions:
  1. Primary Pairings:
    1. The first chosen pairings for each unit class/race.
    2. Primary pairings are the main combat interactions.
  2. Secondary Pairings:
    1. Pairings in which there is no mutual ability to attack.
    2. Include units that have been previously paired in primary pairings.
  3. Incomplete/Partial Pairings:
    1. An incomplete pairing is when there is a size differential. The total number required doubles for each size differential,
    2. Example: Differential of 3 is 8 units, aka 1 swarm unit.
  4. Screening:
    1. Frontline: Pair as normal with the enemy.
    2. Backline: Cannot be paired with enemy unless using an ability to bypass the frontline.
    3. Supportline: Shooters from nearby groups can secondary pair frontline enemies (half damage; uses ammo).

8.2 Battle Rules - Quick Combat Modifiers
These modifiers provide a quick reference for combat situations during quick combat.
  • Ambushing:
    • Cannot be ambushed when unit has appropriate terrain specialization, unless ambusher also has it.
    • EVERY unit in the group must have scout special to ambush.
  • Area Attack:
    • Can use before normal attacks at the start of a bout.
    • Can attack backline, if not enough frontline to all be damaged. Slam will pull a backline to the front.
  • Ammo:
    • When ammo is less than 1, unit must fight unarmed.
  • Capturing:
    • Similar effects to fighting unarmed (stacks with unarmed penalty). Lower battle stats by 1.
    • Infantry can imprison after incapacatating/immobilizing opponent.
  • Cavalry:
    • During quick battle, if cavalry croaks, continue battle for 1 additional round. Unengaged units can attack rider. Auto-hits.
    • Enemy scout units (only) can target carried units.
      • Lower battle stats by -2 when targeting.
      • Melee reach must be equal to, or greater than, the cavalry's melee reach to hit.
      • On a successful hit, base damage of attacker cannot exceed that of the rider's base damage.
      • Any carried unit can also be targeted (no reduction of damage on a successful hit).
  • Commander (for stacks of 16 or less):
    • Entire stack counts as scouts, unless commander stunned/incapacitated.
  • Crit Save Roll:
    • Swarms cannot crit.
    • When losing a battle roll by 10+, roll 1d10 and roll above DC of 3 (4+ result to succeed).
      • 10 always a success, 1 always a fail.
    • Failing roll means unit is critted.
    • Add +2 DC for the following:
      • Basic trait.
      • Unarmoured trait.
      • 1 size smaller.
    • Substract -2 DC for the following:
      • Sturdy trait (if armoured).
      • 1 size larger (can use twice).
  • Critical Miss:
    • Critical miss penalties apply:
      • 5:1 when size differential is 0, 1, 3.
      • 9:1 when size differential is 2, 4.
      • 3:1 half-swarms vs small.
      • No limit if size differential is 5, 6.
    • Critical misses happen at the end of the first round of a bout (before auto-defeat rule).
    • Every outnumbering unit that was not attacked by enemy rolls save vs crit (treat as if saving from same sized enemy).
    • If any units fail, they are critted. Start a new battle bout.
  • Critical Incapatication:
    • When critically incapacitated, unit will die at the stat of the next turn day), unless healed.
    • Unit immediately dies if another attack does 1+ dmg (must overcome DR).
  • Damage (base):
    • If a 3-4 size differential exists, draw result is treated as unarmoured.
    • +1 (+2 if heavy) dmg if unit is 1 or 3 sizes smaller.
    • Does 1 exhaustion if 5 sizes larger.
    • Does 0 dmg if 6 sizes smaller.
    • Does 2 dmg if 3 sizes larger.
    • Auto-crits if 2, 4, 5, 6 sizes larger.
  • Damage (bonuses; applies after DR):
    • Damage can double with a +6 bonus to a battle stat (triple dmg with +12 bonus).
    • Chief warlord bonus is typically 0 to 3. It applies only to battle stats.
  • Damage (penalties; applies after DR):
    • Basic units do half-damage to the following ground units (not fliers).
      • Heavies (applies after damage reduction).
      • Same-sized regular units (if dmg is at least 1 point).
    • Heavy fliers do half damage vs ground heavies (exception: basic heavies).
    • Regular fliers do half damage vs regular ground (exception: basic heavies).
  • Incapacitated:
    • Battle bouts are extended if there are incapacitated units, even if a unit has croaked.
      • Croaking a cavalry unit causes the rider to be incapaciated for one round.
  • Leadership :
    • Gives a battle bonus equal to leadership bonus.
    • For stacks of 2-15, gives a variable battle bonus of 1-4.
  • Non-Combat:
    • Always unarmed/unarmoured.
    • Cannot ever win initiative.
  • Outnumbered:
    • Outnumbered unit attacks his primary pairing (first unit paired with).
    • When 1 vs 2, -1 to battle stats.
    • When 1 vs 3+, -2 to battle stats.
    • When 1 vs 4+, rolling a 1 means no damage is dealt during round 1 of a bout. Even if unit won the roll.
    • Lower stat penalty by 1 if off-turn (ignore, if unit has sturdy trait).
    • Lower stat penalty by 1 if on-turn, and unit has striker trait.
    • Auto-Defeat:
      • When same sized, unit is auto-defeated if still outnumbered 1 vs 4+ (minimum 1 melee) after the first round of a bout.
      • When 1 or 3 sizes smaller, must still be outnumbered 3 (max attacker number) vs 1.
      • When 2 or 4 sizes smaller, must still be outnumbered 2 (max attacker number) vs 1.
  • Projectile vs Melee:
    • -1 battle stats when a long-reach shooter is attcked by an armed melee.
  • Protect Trait:
    • +1 battle stats if only defending (without shield only).
    • Negate -1 battle stat penalty instead, if unit has shield.
  • Reach:
    • An armed melee can attack two smaller units when conditions are met.
      • Minimum 1 size larger, and a positive 2 reach differential.
      • Minimum 3 sizes larger if long reach, or 2 sizes larger if opponent has no reach stat.
    • If opponent decides to retreat, auto-minimum blow with a positive 1 reach differential.
  • Screens:
    • Frontline: attack as normal.
    • Backline: Generally can't attack or be attacked. Can be dragged to frontline if frontline maximally outumbered.
    • Supportline: Can attack as a secondary paring vs frontline opponents. Generally can't be attacked.
  • Shielded Status:
    • +2 battle stats, if not attacking for the round.
    • -1 battle stats, if unit attacks instead.
      • Negate -1 penalty, if unit has protect trait.
  • Stat Penalties:
    • When a battle stat falls below 0, the unit automatically must save vs crit instead of making a battle roll (-10 result).
    • If both units have battle stats below 0, they skip the battle roll and each take minimum blows.
  • Striker Trait:
    • -1 to battle stats, when only defending.
    • Lower outnumbered penalty by 1 when on-turn.
  • Sturdy Trait:
    • Ignore outnumbered penalty reduction of 1 for being off-turn.
  • Stunned (incapacitation):
    • Can't attack, counter-attack, or move. Can defend (bonuses for defensive fighting apply). Suffers -1 to battle stats.
    • Certain specials allow recovery from being stunned 1 turn earlier. Time can be lowered to 0.
  • Swarm:
    • When 3 sizes smaller, must form a full swarm-unit to do damage or cause penalties to larger unit.
  • Unarmed Status:
    • Can only do glancing blows (0.5 damage).
    • -1 battle stats.
    • No crits.
    • Hits that cause 0 HP incapacitate for 10 minutes before recovering to 1 HP.
      • Another attack during the next turn auto-hits and croaks.
  • Unarmoured Status:
    • Draw result during skirmish/initiative rounds causes unit to suffer glancing blow.
    • During battle bouts, unit takes glancing blows during a draw result every second round.


9.0 Template Tests
Warlord (Noble Human)
........................................
Level: 5 . EXP:: 0/56
Rank:: 2 . Type: infantry
Terrain: ground (Mountaineer)
5+5
Combat:: 7 (+5) . Defense: 7 (+5)
Hits::: 7/7 ..... Move: 9
Evasion: 7 ...... Size: Medium (4)

Weapon: sword . Style:: Melee
Range:: mid ... Specs:: 5' (5)
Damage: 2 ..... Upkeep: 120$
Pop Rate: 1 (2 days)

Traits:: Noble
Special: Command, Purse, Scout,
Adv. Initiative, Leadership +5
.
Warlord Head Chief (Western Giant)
........................................
Level: 5 . EXP:: 0/256
Rank:: 2 . Type: infantry
Terrain: ground (Mountaineer)
7+5
Combat:: 8 (+5) . Defense: 8 (+5)
Hits::: 13/13 ... Move: 11
Evasion: 5 ...... Size: Large (5)

Weapon: Bat .. Style:: Melee
Range:: mid .. Specs:: 10' (6)
Damage: 4 .... Upkeep: 160$
Pop Rate: 1 (2 days)

Traits:: Chief
Special: Command, Scout.
tribe: Batter (shooter; short; ammo 3/3)
bonus: Promotion, Leadership +5
Race: Human (noble)||Rank: 1
Class: Warlord||Type: Infantry
Sze: Medium (4)||Terrain: Ground {Mountain}
Wpn: Sword {Sty: Melee||Rng: Mid}
Cbt: 12 {Dmg: 2}||Def: 12||Spc: 5' (5)
Hp: 7/7||Mv: 9||Evn: 7||Upk: $60
Lv: 5 {Exp: 3/56}||Pop: 1 (2 days)
Tr: Noble
Spl: Command, Purse, Scout,
Adv. Initiative, Leadership (+5)
.
Total: 22 stats (Currently Undefined: 2)
Race: Western Giant||Rank: 2
Class: Warlord||Type: Infantry
Sze: Large (5)||Terrain: Ground {Mountain}
Wpn: Sword {Sty: Melee||Rng: Mid}
Cbt: 13 {Dmg: 4}||Def: 13||Spc: 10' (6)
Hp: 13/13||Mv: 11||Evn: 5||Upk: $160
Lv: 5 {Exp: 3/256}||Pop: 1 (2 days)
Tr: Chief
Spl: Command, Scout.
tribe: Batter (shooter; short; ammo 3/3)
bonus: Promotion, Leadership +5
Total: 22 stats (Currently Undefined: 2)




10.0 Sample Combat

Originally, the author of Erfworld did a general request to the community for a collaborative effort towards making an Erfworld RPG. This was the initial goal.

What's our current Goal?

We're tackling this in discrete phases. All of 2017 is dedicated to working out stack battles.

By the end of the year, we aim to have a complete rule system to model stack-on-stack combat. We're going to start with the fundamentals (two stabbers meet two pikers in the field) and build up to the complex cases (a Level 5 warlord is leading a stack with a Level 1 mounted warlord, who is screening for a caster throwing Shockmancy, while receiving cover fire from nearby non-stacked archers, etc.)

We will be using the Gametable application on Erfworld.com as our main tool for testing and development. The current version is okay for defining sets of dice, and pretty good at letting multiple people see the same tabletop surface in their browser. This should be a good way to start talking in realtime about systems and approaches.

In 2018, we'll begin the next major phase. We will apply this combat system to allow you to battle the units you have collected on your user profile. (More about that as we roll out the unit collection system later this year.)

For the past 8 years, I've been working on bringing this goal to life. I managed to do the first battle idea in chapter 1, but the second is more complex. I finally feel that I am at the point where I've created a decent gaming system that fully allows for these rules to take place (exception for rules on how caster magic works), so I will now add it in.

Battle Template

1. Select Units

Blue Player (on-turn; cbt)Green Player (off-turn; def)
Piker#1B
........................................
Combat:: 1 . Defense: 1
Move:::: 6 . Hits: 4/4
Evasion: 6 . Size: Small (3)
Weapon: Spear . Style:: Melee
Range:: Long .. Specs:: 5' (5)
Damage: 2
Traits::
Special: Promotion
Piker#1G
........................................
Combat:: 1 . Defense: 1
Move:::: 6 . Hits: 4/4
Evasion: 6 . Size: Small (3)
Weapon: Spear . Style:: Melee
Range:: Long .. Specs:: 5' (5)
Damage: 2

Traits::
Special: Promotion
Blue (on-turn): Piker#1B.
Green (off-turn): Piker#1G.

2. Situational State
Blue: spotted/hidden
Green: spotted/hidden
Use the prepared/surprised/ambush option for steps 3,5&6.

3. Determine initiative:

  1. Auto-Initiative:
    1. If non-combat in opposing group.
    2. If prepared, and 2+ sizes larger.
    3. If suprised, and 2+ sizes smaller.
    4. Otherwise, continue.
  2. Check Evasion (lowest):
    1. = has _ evasion and _ move(dash) - penalties.
    2. = has _ evasion and _ move(dash) - penalties.
  3. =Blue =Green =Neither has higher evasion.
    1. Tiebreaker: Roll 1d10. Blue wins if odd. Green wins if even.
    2. Roll is _.
  4. Result: =Blue =Green wins with/without initiative.
4. Determine Pairings:
Follow rules for unit selection.

  1. = = pairs = = with = =.
    1. = = vs = =.
Pairings complete.
.

No Initiative (on-turn; Combat)No initiative (off-turn; Defense)
Unit#1B hits= 4/4 Unit#1G hits= 4/4
.

5. Skirmish rounds:
Prepared: Melee: N/A; S/M/L shooters attack 1/2/3 times; compare stats; hit if 2+; glance if -1 to +1 (unarmoured = min); miss otherwise.
Surprised: All units without stun negating specials (i.e. advanced initiative), are stunned.
Ambush: Hidden group attacks. Spotted group is stunned.

  • Options: Target shift (PC shooters = attack any target, if not under attack).
    • PC note: Always has option to roll instead of taking calculated result.
  • Skirmish round (blue attacking):
    1. = combat is ?; = defense is ?. Difference: ? (+2; +1 to -1; -2)
      1. = hits; glances/min; misses =, doing ? points of damage.
  • Skirmish round (green attacking):
    1. = defense is ?; =combat is ?. Difference: ? (+2; +1 to -1; -2)
      1. = hits; glances/min; misses =, doing ? points of damage.

6. Initiative round (tiebreaker = skip):
Prepared: Initiative side attacks. Compare stats; hit if 2+; glance if -1 to +1 (unarmoured = min); miss otherwise.
Surprised: Initiative side attacks. Units are no longer stunned.
Ambush: Initiative side attacks but spotted units, without stun negating specials, are still stunned (can't attack).

  • Options: Retreat; target shift; PC shooter targeting; form new pairings.
    • PC note: Always has option to roll instead of taking calculated result.
  • Initiative round (blue won initiative):
    1. = combat is ?; = defense is ?. Difference: ? (+2; +1 to -1; -2)
      1. = hits; glances/min; misses =, doing ? points of damage.
    2. combat is ?; = defense is ?. Difference: ? (+2; +1 to -1; -2)
      1. = hits; glances/min; misses =, doing ? points of damage.
  • Initiative round (green won initiative):
    1. = defense is ?; =combat is ?. Difference: ? (+2; +1 to -1; -2)
      1. = hits; glances/min; misses =, doing ? points of damage.
    2. = defense is ?; =combat is ?. Difference: ? (+2; +1 to -1; -2)
      1. = hits; glances/min; misses =, doing ? points of damage.

7. First Battle Bout:
Options: Retreat; target shift; form new pairings.

  • Pairings (initiative winner/loser =Blue =Green, pairs during the odd/even bouts):
    • = = primary pairs with = =
    • = = become secondary pairings with = =
    • = = primary pairs with = =
    • = = become secondary pairings with = =
Resolve the first pairing:
  • Bout is = vs =
  • Each player rolls 1d10.
    • Blue adds combat stat to roll (+4).
    • Green adds defense stat to roll (+3).
  • Blue rolls _ (total: _); Green rolls _ (total: _)
  • = =wins by _, so use the _-_ win result (0-0; 1-3; 4-6; 7-9; 10+)
    • PC note: Has option to roll for every round.
  • Starting : 4/4; 4/4
    • Round 1:
8. New Bout (2rd):
Options: Retreat; target shift; form new pairings.

  • Pairings (initiative winner/loser =Blue =Green, pairs during the odd/even bouts):
    • = = primary pairs with = =
    • = = become secondary pairings with = =
    • = = primary pairs with = =
    • = = become secondary pairings with = =
Resolve the first pairing:
  • Bout is = vs =
  • Each player rolls 1d10.
    • Blue adds combat stat to roll (+4).
    • Green adds defense stat to roll (+3).
  • Blue rolls _ (total: _); Green rolls _ (total: _)
  • = =wins by _, so use the _-_ win result (0-0; 1-3; 4-6; 7-9; 10+)
    • PC note: Has option to roll for every round.
  • Starting : 4/4; 4/4
    • Round 1:
9. Conclusion:
=# vs =# WINS!
Lower ammo (if used).
There are no other enemies in the area.

Restore 1/2 ammo spent (if any).

+++++++++++++++++++++++++++++++++++++++++++++++++
Battle #1


1. Select Units

Blue Player (on-turn; cbt)Green Player (off-turn; def)
Warlord (Noble Human)
........................................
Level: 5 . EXP:: 0/56
Rank:: 2 . Type: infantry
Terrain: ground (Mountaineer)
5+5
Combat:: 7 (+5) . Defense: 7 (+5)
Hits::: 7/7 ..... Move: 9
Evasion: 7 ...... Size: Medium (4)

Weapon: sword . Style:: Melee
Range:: mid ... Specs:: 5' (5)
Damage: 2 ..... Upkeep: 120$
Pop Rate: 1 (2 days)

Traits:: Noble
Special: Command, Purse, Scout,
Adv. Initiative, Leadership +5
.
Warlord Head Chief (Western Giant)
........................................
Level: 5 . EXP:: 0/256
Rank:: 2 . Type: infantry
Terrain: ground (Mountaineer)
7+5
Combat:: 8 (+5) . Defense: 8 (+5)
Hits::: 13/13 ... Move: 11
Evasion: 5 ...... Size: Large (5)

Weapon: Bat .. Style:: Melee
Range:: mid .. Specs:: 10' (6)
Damage: 4 .... Upkeep: 160$
Pop Rate: 1 (2 days)

Traits:: Chief
Special: Command, Scout.
tribe: Batter (shooter; short; ammo 3/3)
bonus: Promotion, Leadership +5
Race: Human (noble)||Rank: 1
Class: Warlord||Type: Infantry
Sze: Medium (4)||Terrain: Ground {Mountain}
Wpn: Sword {Sty: Melee||Rng: Mid}
Cbt: 12 {Dmg: 2}||Def: 12||Spc: 5' (5)
Hp: 7/7||Mv: 9||Evn: 7||Upk: $60
Lv: 5 {Exp: 3/56}||Pop: 1 (2 days)
Tr: Noble
Spl: Command, Purse, Scout,
Adv. Initiative, Leadership (+5)
.
Total: 22 stats (Currently Undefined: 2)
Batter (Western Giant)
........................................
Level: 1 . EXP:: 0/32
Rank:: 2 . Type: infantry
Terrain: ground (Mountaineer)
7+5
Combat:: 8 (+5) . Defense: 8 (+5)
Hits::: 13/13 ... Move: 11
Evasion: 5 ...... Size: Large (5)

Weapon: Bat .. Style:: Melee
Range:: mid .. Specs:: 10' (6)
Damage: 4 .... Upkeep: 160$
Pop Rate: 1 (2 days)

Traits::
Special: Size Mastery (0,-1,-2), .
tribe: Batter (shooter; short; ammo 3/3)
bonus: Promotion,

Blue (on-turn): Cavalry#PC (PC will be treated as a player character)
Green (off-turn): Thunder#1G, #2G
 
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Combat Turn Order:
  1. - Select Units:
    1. - Choose battle groups, noting on/off-turn status.
  2. - Situational State:
    1. - Prepared: Groups are each spotted outside 2 rounds of move.
    2. - Surprised: Groups are each hidden within 2 rounds of move. Everyone is stunned.
    3. - Ambush: Group is hidden from a spotted group within 2 rounds of move. Ambushed (spotted) are stunned.
  3. -Determine Initiative:
    1. - Noncombatants: Auto-lose if in a group. If in both groups, tiebreaker.
    2. - Sizes: Auto-initiative if entire group is 2+ sizes larger (prepared only), or 2+ sizes smaller (surprised only).
    3. - Compare opposing units with lowest evasion. Check their respective moves. Higher move = +1 evasion bonus.
    4. - Higher total evasion wins initiative.
    5. - Tiebreaker: Roll 1d10 (odds vs. evens).
  4. - Determine Pairings:
    1. - Select combat pairs as per "Section 7.1".
  5. - Skirmish Rounds:
    1. - Prepared (1-3 rounds): Shooters (only) attack; Short/mid/long range shooters fire 1/2/3 times at a single target.
    2. - Surprised (1 round): All units stunned, unless posessing stun-negating specials (e.g. adv. initiative).
    3. - Ambush (1 round): Hidden group attacks. Spotted group is stunned, no exceptions.
    4. - Scouts can target shift before starting fighting rounds for steps 5, 6, and 7.
    5. - Target results determined individually. All penalties/bonuses apply (e.g. stunned).
    6. - If target stats differ by at least +2/-2 points, attacker misses/hits; otherwise, glancing blow (unarmoured = minimum blow).
  6. - Initiative Round (1 round; tiebreaker=skip):
    1. - Prepared: Initiative side attacks.
    2. - Surprised: Initiative side attacks. Units are no longer stunned.
    3. - Ambush: Initiative side attacks. Units are still stunned, unless posessing stun-negating specials (e.g. advanced initiative).
    4. - Before fighting, form new combat pairings for unpaired units. Success/Failure determined as in Skirmish rounds.
    5. - If units are unable/unwilling to enter melee reach, can retreat before battle rolls. See section 5.0.
  7. - First Battle Bout:
    1. - Form new pairings for unpaired units.
    2. - Scouts can attempt to retreat before battle roll. See Chapter 3, section 5.0.
    3. - Roll 1d10 for highest statted opposing primaries, applying modifiers (auto-damage if size differential is 5+).
    4. - Winner: Hits every round.
    5. - Loser: Hits every other round, starting based on the degree of loss.
      1. - Draw (0): Rounds 2, 4, 6... armoured= no damage; unarmoured (or if size differential is 3-4)= glancing blows.
      2. - Loss by 1 to 3: Rounds 1, 3, 5...
      3. - Loss by 4 to 6: Rounds 2, 4, 6...
      4. - Loss by 7+: Rounds 3, 5, 7...
      5. - Loss by 10+: Additional saving throw vs crit at start of round 1 (negative stats also cause this).
    6. - Secondary Pairings: If all secondaries are smaller, auto-hit for full damage every odd round, otherwise every even round.
    7. - Bout ends when one unit is croaked (with no units incapacitated).
  8. - New Bout:
    1. - Form new pairings for unpaired units, and repeat step 7, until all units from one player are defeated.
  9. - Conclusion:
    1. - Declare battle winner.
    2. - Winning units gain experience points (see chapter 5).
    3. - Adjust ammo stat (-1) after the battle.
    4. - Check for other potential enemies. If none, units can recover 0.5 ammo.

Battle Order for Combat

  1. - 1. Select Units:
    • - Choose battle groups, noting on/off-turn status.
  2. - 2. Situational State:
    • - Prepared: Both groups spotted outside 2 rounds of move.
    • - Surprised: Both groups hidden until within 2 rounds (or failed ambush).
      • - All: Stunned for 1 round.
    • - Ambush: One group attacks while hidden within 2 rounds of the other.
      • - Ambushed: Stunned for 2 rounds.
    • - *Note: Some specials reduce stun by 1 round (maximum reduction).*
  3. - 3. Determine Initiative:
    • - Deterministic Resolution (in order of priority):
      • - Ambush: Hidden group wins.
      • - Prepared: Group wins if 2+ sizes larger.
      • - Surprised: Group wins if 2+ sizes smaller.
      • - Noncombatant: Group loses (tiebreaker if in both groups).
    • - Probabilistic Resolution:
      • - Compare units with lowest evasion.
      • - Higher move = +1 evasion bonus.
      • - Higher total evasion wins (tiebreaker if draw result).
    • - Tiebreaker: Roll 1d10 (odds vs. evens).
    • - *Note: Loser cannot attack until the second round of the first battle bout.*
      • - *Exceptions: Ambushed or tiebreaker result.*
  4. - 4. Determine Pairings:
    1. - Select combat pairs as per "Section 7.1".
  5. - 5. Skirmish (1 round; scouts can target shift):
    • - Prepared: Long/Mid-range shooters target paired units.
    • - Surprised: Most units stunned. Active units target paired units.
    • - Ambush: Hidden units target paired units; spotted group stunned.
    • - Targeted Attacks:
      • - Stunned units: +1 DC to saving throw; cannot target/attack.
      • - Skip if attack can't lower hits by 1+ or targeter is 3+ sizes smaller.
      • - Incomplete pairing: -1 to save DC.
      • - Double complete pairing: Raise DC by 1.
      • - Targeted units save vs. crit.
      • - Prepared: Mid-range targets roll second in Skirmish/Tactical.
  6. - 6. Tactical Maneuvers (prepared):
    • - Pairing: Match unpaired units. Active scouts can target shift.
    • - Intercept (if applicable):
      • - Fight new group. Restart at step 1 (limited to surprised or ambush state).
    • - Retreat Attempt (if applicable, N/A for auto-attackers):
      • - Withdrawal: Auto-success.
      • - Escape: Roll 1d10; +1 early escape bonus.
        • - Add lowest move of retreating units minus lowest move of pursuing units.
        • - Dash: Roll 2d10; better result if escapers have dash, worse if opponents do.
        • - Success on 7+, fail on 6-.
        • - Roll of 10 always succeeds, roll of 1 always fails.
        • - Success: Repeat skirmish (prepared), then go to step 9.
        • - Fail: Cannot attack until the second round of the first battle bout.
    • - Second Shooter Phase (if no intercept or retreat attempt):
      • - Short/Mid-range shooters target paired units. Save vs. crit (skirmish rules).
  7. - First Battle Bout:
    • - Pairing:
      • - Match unpaired units. Scouts can target shift.
    • - Battle Roll:
      • - Roll 1d10 for the highest battle stat of opposing primaries, with modifiers.
      • - Size differential of 5+ results in a draw.
    • - Withdrawal Roll (if applicable; replaces battle roll):
      • - Use evasion stats.
      • - Success: Retreaters avoid first round damage (except area damage).
      • - Restriction: Retreaters cannot deal damage. Can be damaged/critted on a fail.
    • - Initiative and Stun Effects (first bout only):
      • - Prepared/Surprised: Initiative loser is treated as stunned for one round.
        • - No roll penalties. Duration cannot be reduced.
      • - Ambushed: Ignore initiative; ambushed units are stunned until Round 2.
    • - Combat Resolution:
      • - Save vs. Crit: Start of bout only. Happens by losing battle roll by 10+.
      • - Area Attack: Start of bout only; replaces normal attack for Round 1.
      • - Winner/Draw: Hits every round.
      • - Withdrawal: Bout ends after Round 1. Stunned units cannot retreat.
      • - Loser: Hits every other round based on loss severity:
        • - Loss by 1-3: Rounds 1, 3, 5...
        • - Loss by 4-6: Rounds 2, 4, 6...
        • - Loss by 7+: Rounds 3, 5, 7...
        • - Loss by 10+ or negative stats: Additional save vs. crit at the start of bout.
    • - Secondary Pairings:
      • - Auto-hit for normal damage every 2 rounds.
      • - Odd rounds if all secondaries are smaller; even rounds otherwise.
    • - Escape Roll (if pursuit):
      • - Same rules as Skirmish (no early escape bonus).
      • - Failure: Bout restarts. Make a regular battle roll.
      • - Only fight shooters and units that pursued.
    • - Bout End:
      • - Ends with one croaked unit and no incapacitations.
  8. - 8. New Bout:
    • - Form new pairings for unpaired units.
    • - Repeat step 7 until all units from one player are defeated.
    • - Initiative is ignored. Stun effects carry over (-1 to battle roll; no damage until round 2).
  9. - 9. Conclusion:
    • - Declare the winner.
    • - Winning units gain experience (see Chapter 5).
    • - Decrease ammo by 1.
    • - Recover 0.5 ammo if no enemies remain and 50% or more were croaked.




Retreat Rules
  • Requirements:
    • Units cannot close into melee range during the initiative round.
    • Not subject to auto-attack (exempt: scouts/knights, ferals/barbarians, non-combatants).
  • Withdrawer Restrictions:
    • No attacking.
    • Will be auto-hit (minimum blow) by paired melee units with longer reach.
  • Skirmish Conditions:
    • Retreat not permitted.
  • Initiative Conditions:
    • If unable to close to melee range, either or both groups may retreat, which is auto-successful.
    • If neither group retreats, immediate battle bout ensues, with only shooters attacking.
  • Battle Bout Conditions:
    • Unit can declare retreat before each bout begins.
    • Retreat declaration allowed at the start of every battle bout phase.
  • Retreat:
    • Auto-success:
      • If all units of opposing groups also decide to retreat.
      • If unit has appropriate terrain special and opponents do not.
      • If not a primary pairing of opposing units.
    • For each primary pairing, opposing units rolls 1d10 + evasion. If withdrawer's total exceeds all opposing totals, retreat succeeds. After success, inflict one minimum blow for each primary pairing with longer reach.
    • If withdrawer's roll is lower than an opposing roll, retreat fails. Retreater is auto-hit by all units he is paired with (not primary paired) for normal damage. Begin battle bout.
      • Retreater always succeeds on a 10, and fails on a 1.
  • Pursuit:
    • Shooters can fire projectiles at withdrawer, treat as prepared skirmish, starting with short range round. Success after skirmish is finished.
    • Alternatively, opposing units can pursue after a successful retreat. A melee can only pursue one retreating unit.
    • Remainers may intercept pursuers to cover the retreat. Interceptors can halt one pursuer that is 1 size larger. The number of intercepts doubles for each reduced size differential.
    • Each unit rolls 1d10 plus move stat (modified by terrain penalties). Retreater is successful if roll is higher than pursuer.
      • Retreater always succeeds on a 10, and fails on a 1.
      • If pursuer succeeds, start battle bout.
      • If withdrawer succeeds, he can hide or leave the terrain hex.


  • Requirements:
    • Not subject to auto-attack (exempt: scouts/knights, ferals/barbarians, non-combatants).
  • Withdrawer Restrictions:
    • Cannot inflict damage during the first bout round.
  • Skirmish Conditions:
    • Retreat not permitted.
  • Tactical Manouvers:
    • Auto success for withdrawal.
    • +1 bonus for escape.
  • Battle Bout Conditions:
    • Not available if stunned, or during the first bout if lost initiative.
    • Eligable Unit must declare retreat before each bout begins.
    • Retreat declaration allowed at the start of every battle bout phase.
    • Retreating units, and units that directly oppose retreater, replace battle stat with evasion stat.
  • Withdrawal:
    • Success: Ignore any damage enemies inflict during the first bout round.
      • Area damage still applies?
    • Fail: Can't ignore damage enemies inflict.
  • Escape:
    • Escape: Applies if units persue.
      • Roll 1d10 (+1 early escape bonus during tactical manouvers).
      • Add lowest base move of retreating units minus lowest move of pursuing units.
      • Dash: Roll 2d10; better result if escapers have dash, worse if opponents do.
      • Success on 7+, fail on 6-.
      • Roll of 10 always succeeds, roll of 1 always fails.
    • Success: Repeat skirmish (prepared option), then go to step 9.
    • Fail: Cannot attack until the second round of the first battle bout.
      • Only fight shooters and melee units that persued.



Questions: Allow for the second shooting?
Game style is called: Tactical Skirmish Combat System
Long range will keep the -1 ammo penalty, but will have the -1 battle stat vs melee removed, since now mid range can attack twice.





  • Advanced Initiative:
    • +1 to evasion stat when determanining initiative.
    • Ignores initiative loss restriction of not being able to attack/retreat during the first round of a bout.
I am working on 2 concepts for surprised.
Surprised units are stunned for 1 round.
Initiative means you don't attack for the first round

Surprised.
No attack during skirmish.
First bout, valkarlies have the initiative. Can still retreat but will take damage before doing so.

Ambushed.
Ambushers attack during skirmish.
First bout ambushed have -1 to roll, and cannot retreat.


  • - 2. Situational State:
    • - Surprised: Both groups hidden until within 2 rounds (or failed ambush).
      • - All: Stunned for 1 round.
    • - Ambush: One group attacks while hidden within 2 rounds of the other.
      • - Ambushed: Stunned for 2 rounds.
    • - *Note: Some specials reduce stun by 1 round (maximum reduction).*
  • - 3. Determine Initiative:
    • - Deterministic Resolution (in order of priority):
      • - Ambush: Hidden group wins.
    • - Probabilistic Resolution:
      • - Compare units with lowest evasion.
      • - Higher move = +1 evasion bonus.
      • - Higher total evasion wins (tiebreaker if draw result).
    • - Tiebreaker: Roll 1d10 (odds vs. evens).
    • - *Note: Loser cannot attack until the second round of the first battle bout.*
      • - *Exceptions: Ambushed or tiebreaker result.*
  • - 5. Skirmish (1 round; scouts can target shift):
    • - Surprised: Skip
    • - Ambush: Hidden units target paired units; spotted group stunned.
  • - First Battle Bout:
    • - Pairing:
      • - Match unpaired units. Scouts can target shift.
    • - Battle Roll:
      • - Roll 1d10 for the highest battle stat of opposing primaries, with modifiers.
      • - Size differential of 5+ results in a draw.
    • - Withdrawal Roll (if applicable; replaces battle roll):
      • - Use evasion stats.
      • - Success: Retreaters avoid first round damage (except area damage).
      • - Restriction: Retreaters cannot deal damage. Can be damaged/critted on a fail.
    • - Initiative and Stun Effects (first bout only):
      • - Prepared/Surprised: Initiative loser is treated as stunned for one round.
        • - No roll penalties. Duration cannot be reduced. Cannot retreat.
      • - Ambushed: Ignore initiative; ambushed units are stunned until Round 2.
    • - Combat Resolution:
      • - Save vs. Crit: Start of bout only. Happens by losing battle roll by 10+.
      • - Area Attack: Start of bout only; replaces normal attack for Round 1.
      • - Winner/Draw: Hits every round.
      • - Withdrawal: Bout ends after Round 1. Stunned units cannot retreat.
      • - Loser: Hits every other round based on loss severity:
        • - Loss by 1-3: Rounds 1, 3, 5...
        • - Loss by 4-6: Rounds 2, 4, 6...
        • - Loss by 7+: Rounds 3, 5, 7...
        • - Loss by 10+ or negative stats: Additional save vs. crit at the start of bout.
 
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Final post reserved for future use. This allows me full use of the entire page for my rules. Keeping the same page makes indexing easier on me.

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