Showing posts with label mechanism. Show all posts
Showing posts with label mechanism. Show all posts

Wednesday, 14 October 2009

Feudal humans, army lists and some small tweaks

As I have been slightly busy re-enacting, I only got around to working on the rules again today.

The army lists have been enhanced with a description of the army structure, including the number of heroes and mages that may typically be included.

I've also added the feudal humans army list, with the renaissance humans to follow soon (I hope).

Some minor tweaks have been made, in particular to the mechanism for infantry fighting cavalry (attacking infantry no longer have to charge into certain death vs counter charging cavalry)

Saturday, 3 October 2009

Playtest: Feudal humans versus Undead

We held another playtest today, with Michel's feudal humans versus his Undead.

The feudal humans were loosely based on english medieval troops, with generous amounts of heavy cavalry, archers and spear armed infantry. They had some pretty good troops and good commanders even if a bit rash - giving the overall commander some grey hairs in keeping them from going on the attack at unwanted moments.

The undead had a large horde of skeletons, some giant skeletons and a brigade of cavalry, a chariot and a skeletal dinosaur monster.

 

Thursday, 24 September 2009

Added definition of orders

I spent some time this week jotting down the definition of the various orders that can be given to a commander. I've chosen to differentiate between:
* Attack
* Defend
* Support
* Maneuver
* Reserve

Each of these orders will have an impact on the options available to that commander. The overall text is much more extensive, I have included only a summary below.

Sunday, 20 September 2009

Playtest - Orcs: Their own worst enemy

We had another play-test yesterday, with Farid and Michel playing Orcs and Plains Elves respectively. I wanted to test some specific aspects:

* Monsters
* Flyers
* Is it possible to fight a delaying action

 

Friday, 18 September 2009

Monsters in the making!

Tomorrow we'll be having another playtest session. I still have to decide what I want Farid and Dick to have a go at.

However, in preparation for that I added the rules for Single Large Monsters - big creatures that are not part of a unit. For a bit of an appetizer I'll post a few bits of text below.

My thoughts and intentions are:
* Monsters should be able to fight regular units, they are big enough for that. They should not be all-powerful, though.
* Monsters should however be vulnerable to enterprizing bands of heroes - even though the heroes would have to take a big chance.
* I do not want to add entirely new combat mechanisms, instead I want to tie them in with the existing ones.

Monday, 14 September 2009

Playtest after long absence, rules for flying troops and monsters

It's been a long while since my last update, mainly because I have been very busy with:
  • Work & business travel

  • Holiday

  • (Napoleonic) Re-enactment


Last Sunday however the good cause got picked up again. I playtested some new rules for flyers and individual monsters with Dick Bax, and am now working on writing up the actual rules. Some highlights:

Flyers
  • Additional rules for using flying troops

  • Flying troops can either be classed as flyer or hoverer

  • Flying troops can be at different altitudes

  • Close order troops cannot fly

  • Heavy armour troops can only fly in extraordinary circumstances (munchkin alert!)

  • Possible interaction with ground troops depends on altitude band


With the first draft of the flyers rules has been written, next action items are:
  • Large single monsters: Single monsters strong enough to individually engage units (e.g. dragons, really large giants etc). Single monsters can be effectively engaged by (groups of) heroes

  • Undead: Basically troops that need mages to control them and never test for morale

  • Terrain: Some further definition of terrain classifications

  • Evading: Refine text for evading

Monday, 6 April 2009

Magic Schools

I've been fleshing out the magic system. Have a look below for a quick summary. Names and descriptions are still quite corny but it should get the general idea across...

Turn sequence

Every time the mage's card comes up:

* Roll for accumulation of magical energy
* Do any one of:
o Start a spell
o Hold a spell that has already been started (not automatic!)
o Finish a spell - this releases the magical energy

If at any point the mage has more energy stored than he can control, things go (badly) wrong

Schools of Magic and Spells

The type of spells a mage can use is determined by the school of magic he is trained to. There are four schools of magic:

* Light magic
* Dark magic
* Element magic
* Spirit magic



Light Magic
This school focuses on the use of magic to protect and aid. Spells either give a near-permanent effect that lasts the entire battle, or an instantaneous effect that does not last. The protective spells tend to be of the permanent type, whereas the aiding spells tend to do so only for a very short while.

A selection of Light spells is listed below:
Shield: Protects an individual or unit against magical effects. This protection lasts until it is used to ward off the effects of a spell
Boost morale: Rally D3 units. Routed troops become shaken, and are not permanently routed?
Heal/Bolster: Remove D6 hits within a formation
Destroy undead: Inflict D6 hits on 1-5 units of undead. Any unit reduced below 50% strength is removed
Light: Illuminate an area of 4"/8"/16" around the mage. Roll D6 for any dark magic cast on/within this area, 4-6: dark magic fails

Dark Magic
This school focuses on the use of magic to corrupt and demoralize. The corruption spells have a gradually increasing effect, whereas the demoralizing spells have a brief instantaneous effect. Furthermore, this school includes the realm of necromancy.

A selection of Dark spells is listed below:
Despair: Cast on a target individual. Each turn roll a D6. On a 5-6, the character loses 1 Charisma. On a result of 1, the spell ends. If Charisma is reduced below 0, the individual loses all hope and defects - remove from battlefield. Or do we want to make them change sides?
Mindrot: Cast on a target individual. Each turn roll a D6. On a 5-6, the character gets a cumulative -1 to his PIP roll (or -1 to magic source roll for mages). On a roll of 1 the spell ends. If the penalty equals the maximum score, the individual falls into a coma, to die within days/weeks.
Weakness: Cast on a target unit. Each turn roll a D6. On a 5-6, the unit gets 1 wound. On a roll of 1 the spell ends. Possibility to target more units in a formation?
Create undead tbd
Doom: Force D6 units in a formation to do a morale check

Element magic
This school focuses on control of the elements. The spells in this school either permanently modify their environment, or they expire slowly over a large number of game turns.

A selection of Element spells is listed below:
Change terrain: This spell changes natural terrain by one stage - Open to Light or vice versa, or Light to Difficult and vice versa. Area is multiples of 1 base (80x40mm) in a continuous area. This spell does not affect structures or fortifications, nor the units within the affected area.
Storm: This spell summons a storm, focused on a target unit or small area. Within the affected area, movement is reduced, and both flying and shooting are impossible. At the end of each turn after the first, roll a D6. On a roll of 5 or 6, the spell ends.
Poor weather: Change the weather in a large area, e.g. rain, mist, etc. All spotting worsened by 1 range band, and all movement reduced by 25%. At the end of each turn after the first, roll a D6. On a roll of 5 or 6, the spell ends.
Earthquake: Cast on a continuous area of multiples of 1 base (80x40mm). Reduces all fortifications by 1 step, and roll for each unit in that area. In the open, suffer one hit on 5-6. In buildings/fortifications, suffer 1 hit on a 3-6.
Explosion: Inflict D3 damage on one unit. If max damage is inflicted, roll for an adjacent unit again, and apply damage to that unit. Repeat until a lower roll is made. A unit can only be hit once.
Conjure elemental: Conjure an elemental that will fight/work for the caster. At the end of each turn after the first, roll a D6. On a roll of 5 or 6, the spell ends. Chance of elemental going rogue rather than disappearing?

Spirit Magic
This school focuses on the use of spirits, forefathers and ghosts to either aid the own troops or to hinder the opponent. They either have an instantaneous effect, or they fade quickly, spirits being fickle and unlikely to be bound for a long time.

A selection of Spirit spells is listed below:
Confusion: Cast on a target unit. That unit does not act during their next activation, and also may not opportunity charge.
Voices: Cast on a target individual. The target individual is distracted by spirit voices and loses his next activation. At the end of each turn after the first roll a D6. On a 3-6 the spell ends.
Haunt: Cast on x*D3 target units in a formation, that are haunted by a large number of spirits. The affected units suffer a -1 on all morale tests. At the end of each turn after the first roll a D6. On a 3-6 the spell ends.
Bloodlust: Cast on D3 target units in a formation, that are enraged. The affected units must advance at full speed towards hostile troops within sight, and if in range engage them in close combat. They do get the +1 for hatred. If no enemies are in sight, or they are not reachable due to obstacles, roll a D6. On a 6 the unit must treat the closest friendly troops as hostile. At the end of each turn after the first roll a D6. On a 3-6 the spell ends.
Summon/Banish spirits: Summons a host of spirits (1 base) that will fight for the caster. At the end of each turn after the first roll a D6. On a 3-6 the spell ends.
Spirit's Aid: Cast on a friendly unit. Spirits fight with the troops. This gives a +2 to close combat strength. At the end of each turn after the first roll a D6. On a 3-6 the spell ends.
Spirit feet: Cast on friendly units. Spirits lift the troops and give a 4" bonus to movement. All light terrain may be ignored. At the end of each turn after the first roll a D6. On a 3-6 the spell ends.