Difference between revisions of "WoA-Traits"
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Revision as of 11:33, 31 October 2008
Contents
Magnitude
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Drill
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Might
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February, 2008
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Unit Accuracy
- Acts like a weapon’s Accuracy, adding bonus dice to the Wits + War attack roll made by its commanding officer.
- Equals one-half the Dexterity + appropriate Ability; if all soldiers in the unit are using the same weapon, add the Accuracy of that weapon to this total before halving it.
Unit Damage
- Acts like a weapon’s Damage, being added to successes generated over the War DV to determine raw damage dice.
- Equals one-third of average Strength + weapon damage of soldiers in unit
Unit Defense
- Acts like a weapon’s Defense, adding bonus dice to the Intelligence + War-derived War DV of the commander.
- Equals one-half the Dexterity + appropriate Ability; if all soldiers in the unit are using the same weapon, add the Defense of that weapon to this total before halving it.
Unit Rate
- Act’s like a weapon’s Rate, determining how many times that unit can attack in a flurry by the commander.
- Equals one-half Magnitude of Unit.
Unit Speed
- Acts like a weapon’s Speed, determining how quickly the unit can recover from an attack in order to do so again.
- Based on the Unit's Drill
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Unit Armor
- Acts as normal armor, subtracting appropriate ratings from raw damage dice pools.
- Equal to normal average soaks of soldiers in unit.
Unit Health Levels
- Acts as normal Health Levels; abstractly tracks losses in battle.
- A unit has one normal track of Health Levels, plus one additional track per dot of Magnitude above 0.
Unit Morale
- Acts as a meter to track the willingness of a unit to remain on the field of battle, based on both fear of battle situations and physical exhaustion.
- Derived by adding the average Valor of troops in the unit + Stamina or Resistance (whichever is higher) of unit + Drill of unit.
- Maximum Morale rating can be limited by outside factors, including:
- Wound Penalties: Subtract current Wound Penalty of unit from maximum Morale.
- Armor Fatigue: Subtract Fatigue of Armor worn from maximum Morale.
- Formation: +2 maximum Morale in Skirmish Formation; -2 maximum Morale in Unordered or Close Formations
- Various circumstances inflict Morale Damage; when Morale reaches 0, the Unit flees the field of battle
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Formation
- Based on Drill, alters Movement rates, adjusts Accuracy/Defense of Unit
- Unordered: -1 Accuracy/-1 DV, Movement -1; Default formation, or results of failed Change Formation action; automatically reduces maximum Morale by -2.
- Skirmish: +2 Accuracy/-2 DV, Movement +2; dif 2 + Magnitude + wound penalties – Drill of Units; automatically increases maximum Morale by +2
- Relaxed: +0 Accuracy/+0 DV, Movement +1; dif 1 + Magnitude + wound penalties – Drill of Units
- Close: -2 Accuracy/+2 DV, Movement +0; dif 2 + Magnitude + wound penalties – Drill of units; automatically reduces maximum Morale by -2.