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moira:battle_unit_basics [2014/11/04 15:09] – [Unit Strength & Ratings] 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).
  
-You can view the relative strength of a unit to a Demon (Feature strength unitby how often it will win a combat roll:+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.
  
-  * Light Fodder1d4: 12.5% +Damage is injury to member of the unitseventually leading to its demiseTrouble is turmoil and confusionand 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 TroubleWhen a unit takes more Damage or Troubleyou have to combine the diceas you can only keep one. The logic is simpleNew damage/trouble die is higher? Keep thatOtherwise increase the current one a die 'size'. The latter part means you move up to the next larger die. 
-  * Heavy Fodder, 1d6: 23% + 
-  * Light Mainstay, 1d8: 28.5% +===== Feature Units ===== 
-  * Heavy Mainstay1d10: 33% + 
-  * Special Core1d1237.5% +As you may have noted aboveFeature units are special and don't have the same rules as normal units (except Strength). Here is some details on how they are rated, based on the kind of Feature unit: 
-  Feature, 1d2050%+ 
 +==== Demons ==== 
 + 
 +==== Angels ==== 
 + 
 +==== Contraptions ==== 
 + 
 +==== Wonders ====
  
 ===== 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 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 round, it 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).
 +
 +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:
 +
 +  * 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 =====
 +
 +===== 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 1.5x the number of sides of its die, 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