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moira:battle_unit_basics

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moira:battle_unit_basics [2014/11/04 15:23] – [Unit Strength & Ratings] JasonPmoira:battle_unit_basics [2014/11/04 15:30] – [Unit Strength & Ratings] 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**. 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. +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. 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.
 ===== Core Actions & Delay ===== ===== Core Actions & Delay =====
  
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   * Feature, 1d20: **50%**   * Feature, 1d20: **50%**
  
-This also lets us determine the base cost of a unit:+This also lets us determine the base cost of a unit, adjusting for relative toughness too:
  
-  * Light Fodder, 1d4: **5** +  * Light Fodder, 1d4: **6** 
-  * Heavy Fodder, 1d6: **7** +  * Heavy Fodder, 1d6: **9** 
-  * Light Mainstay, 1d8: **9** +  * Light Mainstay, 1d8: **12** 
-  * Heavy Mainstay, 1d10: **11** +  * Heavy Mainstay, 1d10: **15** 
-  * Special Core, 1d12: **13**+  * 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.+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