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moira:battle_unit_basics [2014/11/04 15:03] JasonPmoira:battle_unit_basics [2014/11/04 15:24] – [Understanding Unit Strengths and Costs] JasonP
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 ===== Overview ===== ===== Overview =====
  
 +The BUB is meant to be as easy to grasp and use as possible, while keeping things open enough to support a wide range of special unit abilities. This is no small task, but what is listed here should work very well. Below you will find out how units are rated and what those ratings mean, what actions a unit can take (without special rules) and their delay which impacts timing, how special rules work and finally how to resolve basic combat actions. Honestly once you grasp these rules you can play the game, though a lot of fine detail is missing.
 ===== Unit Strength & Ratings ===== ===== Unit Strength & Ratings =====
  
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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**. 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. 
 ===== Core Actions & Delay ===== ===== Core Actions & Delay =====
  
 ===== Applying Special Rules and Limits ===== ===== Applying Special Rules and Limits =====
 +
 +===== Understanding Unit Strengths and Costs =====
 +
 +You can view the relative strength of a unit to a Demon (Feature strength unit) by how often it will win a combat roll against a 1d20 unit:
 +
 +  * Light Fodder, 1d4: **16%**
 +  * Heavy Fodder, 1d6: **23%**
 +  * Light Mainstay, 1d8: **28%**
 +  * Heavy Mainstay, 1d10: **33%**
 +  * Special Core, 1d12: **37%**
 +  * Feature, 1d20: **50%**
 +
 +This also lets us determine the base cost of a unit, adjusting for relative toughness too:
 +
 +  * Light Fodder, 1d4: **6**
 +  * Heavy Fodder, 1d6: **9**
 +  * Light Mainstay, 1d8: **12**
 +  * Heavy Mainstay, 1d10: **15**
 +  * Special Core, 1d12: **18**
 +
 +Interestingly enough the base cost of a unit is just the number of sides of its die plus one, which means it isn't hard to figure out at all. The cost of a unit comes out of a pool of points that you are given to make up your army before you play. No Feature cost is listed, because every army gets one and you don't pay for it. You simply select a feature from those available for your nation.
 +
moira/battle_unit_basics.txt · Last modified: 2014/11/04 15:51 by JasonP