Difference between revisions of "WoA-Traits"

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Revision as of 11:34, 31 October 2008

Magnitude

Rating
0
1
2
3
4
5
6
7
8
9
Number
1
2 - 10
11 - 75
76 - 150
151 - 300
301 - 650
651 - 1250
1251 - 2500
2501 - 5000
5000 - 10,000
Unit Type
Solo Unit
Fang
Scale
Talon
Wing
Dragon
-
-
Legion
First Age Legion

Drill

Rating
0
1
2
3
4
5
Description
Undrilled
Barely Disciplined
Disciplined
Crisp
Crack
Superb Troops
Example
Solo Units; mobs, throngs, rabbles, warbands, thugs in uniform
Poor village militia, gendarmes, low quality troops
Good militia, mediocre troops, imperial peltasts, Lintha pirates
Excellent militia, good troops, imperial foot medium, Seventh Legion reservists
Excellent troops, imperial heavy foot, Seventh Legion line troops, Immaculate monks, Mountain Folk warriors
The Legion of Silence, Tiger Warriors, Seventh Legion veterans, brass legionnaires, brides of Ahlat, veteran Mountain Folk warriors

Might

January, 2008
XXX
February, 2008
XXX


Might
0
1
2
3
4
5
Bonuses
+1
+2
+3
+4
Unit Composition
No supernatural abilities; strictly mortal troops
God-Blooded, trained thaumaturges, young Dragon Kings, average ghosts, Mountain Folk warriors
Younger Terrestrial Exalted, neomah and other non-combative First Circle demons, weak gods and elementals, ghost warriors, young Fair Folk nobles, elite Mountain Folk warriors
Older Terrestrials or younger Terrestrials with numerous Charms for enhancing one another, Immaculate monks, young Celestial Exalted, erymanthoi and combative First Circle demons, lesser combative deities such as lion dogs and scarab guardians, veteran nemissaries or war ghosts, experienced Fair Folk nobles
Experienced Celestial Exalted or very old Terrestrial Exalted, Immaculate masters, Second Circle demons, Dragon King elders, warlike divinities such as celestial lions
Lesser elemental dragons, elder Celestial Exalted (Essence 6+)
Equipment
Thaumaturgical talismans and alchemical potions
Basic magical armor and weapons, powerful thaumaturgical artifacts such as gunzosha armor.
Essence-discharge weapons, magical power armor such as warstriders or dragon armor.
Powerful First Age artifacts or divine weapons

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
Drill Rating
0
1-2
3-4
5+
Unit Speed
6
5
4
3

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
Source
First Engaging with Enemy Unit
  • Enemy Unit is Superior or Led by Supernatural Being
  • Enemy Unit is Overwhelmingly Superior of Composes of Supernatural Beings
Receiving Damage
Receiving a Ranged Attack
Receiving an Essence or Flame Attack
Taking a Dash Action
Taking a Charge Action
Unit Targeted by Sorcery
Each Action Taken in Severe Weather/Environment
Enemy Unit Performs Successful Scatter Action
Commander Channels a Virtue for a War Action
Enemy Unit is Routed
Commander Performs Successful Rally
Morale
-1
-2
-3
-1
-1
-2
-1
-(Fatigue of Armor; min. 1)
-(1 + 1/Circle of Spell)
-1
-(Successes)
-1
+1
+(Successes)

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.