WoA-Traits

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

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.

Magnitude

X

Might

X