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Warfare.

1 sq. = 500 ft.

Resources

An army is given 3 resource points per unit, to be used as a pool amongst the whole army. Resources
must be assigned before a battle begins. Once a battle begins no more resources may be added or
changed.

Unit Base attributes

Movement 2 sq. Size Medium 1 sq. footprint. Attack +0. Defense 10. HP 100. Range Melee. Damage 5d4.
Actions one move action/ one attack action per turn. Unit may trade its attack action for another move
action. If a unit is reduced to 0 hp it is considered dead.

Saves

Anytime an effects says save ends roll d20 at the beginning of the affected units turn. A roll of 10 or
higher dispels the status effect. A roll of 9 or below allows the effect to continue. A unit may make one
save per turn, and if a roll is unsuccessful the unit may try another save at the beginning of every turn.

Resource descriptions, details the different resources available to be bought using points from the
resource pool. The cost entry of a resource is the amount of resource points it costs to equip one unit.

Armor

Light Armor, Defense +1, HP +10. Cost 1/unit. Note Common light armors; Leather, Hide.

Medium Armor, Defense +2, HP +20. -1 Move. Cost 2/unit. Note Common medium armors, Chainmail,
Scale mail.

Heavy Armor, Defense +3, HP +30. Cost 3/unit. -2 Move. Note If a movement penalty brings a units
movement score to 0 or less. The unit may still used two move actions to move 1 sq. Common heavy
armors; Banded mail, Plate mail.

Shields, Defense +1. Cost 1/unit. Note while wielding shields a unit cannot use two handed weapons.
Common shields Steel Shield, Wooden Shield.

Weapons

Melee weapons: Using melee weapons gives units +1 attack. Units may use weapons up to one size
larger than the units size, if the unit does, the unit is considered using two hands while wielding the
weapons and may not used shields. Anytime a natural 20 is rolled on an attack roll it is considered a
critical attack and deals additional damage.
Small Melee Weapon, Attack +1, Damage 5d6, Critical +2d6. Cost 2/unit. Note Common Small Melee
Weapons;

Medium Melee Weapon, Attack +2, Damage 5d8, Critical +2d8. Cost 3/unit. Note Common Medium
Melee Weapons;

Large Melee Weapon, Attack +3, Damage 5d10, Critical +2d10. Cost 4/unit. Note Common Large Melee
Weapons;

Ranged weapons: Using ranged weapons gives units a range of 5 sq. Ranged weapons are always two
handed so the unit may not use shields. Ranged weapons also use up ammo. By default a unit goes into
battle with enough ammo to make 20 attacks, whether they are successful or not. Once the ammo is
depleted the unit may not use anymore attacks with their ranged weapons. Anytime a natural 20 is
rolled on an attack roll it is considered a critical attack and deals additional damage.

Small Ranged Weapon, Attack +1, Damage 4d6, Critical +2d6. Cost 1/unit. Note Common Small Ranged
Weapons;

Medium Ranged Weapon, Attack +2, Damage 4d8, Critical +2d8. Cost 2/unit. Note Common Medium
Ranged Weapons;

Large Ranged Weapon, Attack +3, Damage 4d10, Critical +2d10. Cost 3/unit. Note Common Large
Ranged Weapons;

Ammo

Basic ammo, Adds 1d damage to ranged weapons. Cost 1/unit. Note Common Basic Ammo;

Fire ammo, Adds 1d damage to ranged weapons. -1 hp fire damage per turn, save ends. Cost 2/unit.

Ice ammo, Adds 1d damage to ranged weapons. -1 move to enemy unit on successful attack, save ends.
Cost 2/unit.

Light ammo, Adds 1d damage to ranged weapons. -1 attack to enemy unit on successful attack, save
ends. Cost 2/unit.

Acid ammo, Adds 1d damage to ranged weapons. -1 defense to enemy unit on successful attack, save
ends. Cost 2/unit.

Magic

Arcane Magic. Deals 1 damage on units turn to adjacent enemy units or if the unit knows spells the unit
can cast spells using a full action. If unit chooses to cast a spell, this unit does not deal 1 damage to
adjacent enemies. Cost 1/unit.

Arcane Spells, casting a spell is a full action which targets one enemy unit. Cost 2/unit.
Daze, Enemy unit loses next action. Cost 2/unit.

Flare, A blinding attack enemy unit suffers -2 to next attack roll. Cost 2/unit.

Curse, Enemy unit suffers -2 to next defense roll. Cost 2/unit.

Slow, Enemy unit suffers -2 movement to their next move action. Cost 2/unit.

Arcane Blast, Deals 5d8 damage. Cost 2/unit.

Divine Magic. Heals 1 damage on units turn to adjacent ally units or if the unit knows spells the unit can
cast spells using a full action. If unit chooses to cast a spell, this unit does not heal 1 damage to adjacent
allies. Cost 1/unit.

Divine Spells, casting a spell is a full action which targets one ally unit. Cost 2/unit.

Haste, ally gains one extra action of their choice on their next turn. Cost 2/unit.

Vigor, +2 to next attack roll. Cost 2/unit.

Bless, +2 to next defense roll. Cost 2/unit.

Speed, +2 movement to ally units next movement action. Cost 2/unit.

Cure Wounds, Heals 5d8 of ally units hp damage. Cost 2/unit.

Miscellaneous

Increase size, Melee units only. Increases unit by one size, which gives +2 additional damage, but also
decreases defense by -2. Cost 2/unit.

Siege Weapon, Ranged units only. Adds siege weapons to the unit, which gives +2 additional damage,
but decreases movement by -1. Cost 2/unit.

Captain, PCs may choose to accompany specific unit into battle. While the PCs is in the unit, the unit
grants +1 Attack, and +1 Defense to any adjacent ally units. This bonus is also granted to the PCs unit
itself. If a unit is dropped to 0 hp. The PCs is considered dying on the battlefield.

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