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moira:battle_unit_basics [2014/11/04 15:23] – [Unit Strength & Ratings] JasonPmoira:battle_unit_basics [2014/11/04 15:40] – [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**. 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. 
 + 
 +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 ===== 
 + 
 +As you may have noted above, Feature 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: 
 + 
 +==== 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. Each Heartbeat allows it to regenerate some amount from injury,
 ===== Applying Special Rules and Limits ===== ===== Applying Special Rules and Limits =====
  
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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** +
-  * Heavy Fodder, 1d6: **7** +
-  * Light Mainstay, 1d8: **9** +
-  * Heavy Mainstay, 1d10: **11** +
-  * Special Core1d12**13**+
  
-Interestingly enough the base cost of a unit is just the number of sides of its die plus onewhich 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 listedbecause every army gets one and you don't pay for it. You simply select a feature from those available for your nation.+  * Light Fodder1d4: **6** 
 +  * Heavy Fodder1d6: **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