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moira:battle_unit_basics [2014/11/04 15:39] JasonPmoira:battle_unit_basics [2014/11/04 15:51] (current) – [Core Actions & Delay] JasonP
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 The bonus for the die code Strength of a unit comes primarily from two concepts: **Stacking** and **Arming**. Stacking a unit means adding more fighters to it (when possible). You can have a Stacking bonus of +1 to +3 for a unit. Stacking both allows a unit to be stronger, and take more damage. Arming a unit means giving it more/better weapons and munitions, resources. You can arm a unit for +1 to +3. Arming both allows a unit to be stronger, and generate more damage. This means when a unit is given a strength code, its arm and stack bonuses are listed in parenthesis as well: 1d8+2 (+1/+1). The bonus for the die code Strength of a unit comes primarily from two concepts: **Stacking** and **Arming**. Stacking a unit means adding more fighters to it (when possible). You can have a Stacking bonus of +1 to +3 for a unit. Stacking both allows a unit to be stronger, and take more damage. Arming a unit means giving it more/better weapons and munitions, resources. You can arm a unit for +1 to +3. Arming both allows a unit to be stronger, and generate more damage. This means when a unit is given a strength code, its arm and stack bonuses are listed in parenthesis as well: 1d8+2 (+1/+1).
  
-There are two condition ratings for each of your units tracked while you battle: **Damage** and **Trouble**. We call these Status dice (there are other Status dice from special rules too for some units). Damage is injury to member of the units, eventually leading to its demise. Trouble is turmoil and confusion, and eventually breaks the unit making it unable to act until you rally it and regain control. Both of these are rated as a die code without any bonuses. A unit at any time may have 1d6 Damage and 1d8 Trouble. When a unit takes more Damage or Trouble, you have to combine the dice, as you can only keep one. The logic is simple: New damage/trouble die is higher? Keep that. Otherwise increase the current one a die 'size'. The latter part means you move up to the next larger die.+There are two condition ratings for each of your units tracked while you battle: **Damage** and **Trouble**. We call these Status dice (there are other Status dice from special rules too for some units). It is important to note that Feature units do no use Status dice or tracking in any way, they have their own rules for such things. 
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 +Damage is injury to member of the units, eventually leading to its demise. Trouble is turmoil and confusion, and eventually breaks the unit making it unable to act until you rally it and regain control. Both of these are rated as a die code without any bonuses. A unit at any time may have 1d6 Damage and 1d8 Trouble. When a unit takes more Damage or Trouble, you have to combine the dice, as you can only keep one. The logic is simple: New damage/trouble die is higher? Keep that. Otherwise increase the current one a die 'size'. The latter part means you move up to the next larger die.
  
 ===== Feature Units ===== ===== Feature Units =====
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 ===== Core Actions & Delay ===== ===== Core Actions & Delay =====
  
-Timing is a very important aspect of battle in Moria. Timing is handled by a counter we just call the Clock. Each full 'round' of the Clock is 9 Heartbeats. The Heartbeat is the smallest useful amount of time in the game, and is one heartbeat of the demon. Each Heartbeat allows it to regenerate some amount from injury,+Timing is a very important aspect of battle in Moria. Timing is handled by a counter we just call the Clock. Each full 'round' of the Clock is 9 Heartbeats. The Heartbeat is the smallest useful amount of time in the game, and is one heartbeat of the Demon being fought. Each Heartbeat allows it to regenerate some amount from injury. All actions a unit takes are given a Delay: the amount of Heartbeats until it can act again. If the Delay crosses the end of a roundit starts with the excess Delay in lag next round (carry over). At the end of each round, you can take one general action for your army (feature related or otherwise). 
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 +There are core actions every standard unit (non-Feature) can take. Here is each with its Delay listed as Xh (X heartbeats), from fastest to slowest: 
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 +  * 1h - **Ready**. A unit enters the Ready state from the non-Ready state. A Strength against Turmoil must be made if Turmoil is present. 
 +  * 1h - **Step**: A unit moves one length forward (length determined by unit move type). 
 +  * 1h - **Turn**: A unit turns up to one hex-facing in either direction, unit must be Ready. 
 +  * 1h - **Blitz**: A unit with the blitz attack can make one such attack, units don't have blitz unless specified they do. 
 +  * 3h - **Sprint**: A unit moves four lengths forward (length determined by unit move type). 
 +  * 3h - **Strike**: A unit makes a standard attack on a unit it threatens. 
 +  * 5h - **Mayhem**: A unit makes an extended attack on a unit it threatens. 
 +  * 5h - **Run**: A unit moves seven lengths forward (length determined by unit move type). 
 +  * 5h - **Rally**: A broken unit attempts to regain its ranks and become functional. 
 ===== Applying Special Rules and Limits ===== ===== Applying Special Rules and Limits =====
  
moira/battle_unit_basics.1415144379.txt.gz · Last modified: 2014/11/04 15:39 by JasonP