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- Morale Assessment
- Any Unit suffering from more than '5' instances of the 'Dangerous Mission Penalty' must immediately check to see if they break nerve and flee before the fighting even begins.
- This check is made at a -25% morale penalty. If less than a 75 is rolled: the Unit 'bottles out' and must make a Loyalty Check.
- Loyalty Check is made with a bonus equal to your Throne Room's loyalty bonus, plus any instances of the Napoleon Spell. Less than a 50 is failure. If the Unit partially fails; they disband, but leave-behind their equipment. If 25 or less is rolled; they take their equipment with them.
- Orcs NEVER check against this.
- Determine Attackers and Defenders.
- This is usually fairly obvious, with a few exceptions. If you are using the 'Harass', 'Raid' or 'Attack' action, you are an Attacker/Attacking Force. This triggers all instances of 'When attacking' effects, such as the Mounted Bonus from having horses equipped.
- If you are the target of an Attack in your own Lair, or were scouted in the open and attacked; you are the 'Defender'. This triggers all instances of 'When Defending' effects, such as those from Defensive Structures.
- If you issue a challenge to someone (such as a Legendary Foe), you are considered both Attacking and Defending. This triggers both of the above situations.
- Total all bonuses.
- Any effects that would cause Units/Extras/Leaders and their abilities to be nullified are determined. Spells such as Mind Leech could cause Units to flee here, and are rolled here.
- The number of Units present on each side are calculated. The lower # is subtracted from the higher. Whoever has the higher receives +4% * remainder as a bonus to all combat rolls. This is known as the 'Overwhelm' bonus.
- Any remaining bonuses from Units/Extras/Leaders are then tallied and counted along with each Unit's individual combat capabilities. This determines their bonuses to rolls throughout combat.
- Begin Combat
- Determine if any 'Per Round' or 'At the Beginning of Combat' spells/effects occur (outside of those which already happened in the 'Total All Bonuses' stage.
- If yes - determine effects.
- If no - skip to 'Ranged Combat'
- Ranged Combat
- Determine if Ranged Combatants exist. (Only those with 'Ranged Weapons' equipped)
[list]
- If no, skip to 'Melee Combat'
- Determine if at least one Unit is still present on both sides of the conflict.
- If yes to both of the above, calculate speed and roll all Ranged Attacks in order of Speed.
- Each Unit receives a single Ranged Attack, unless their Stat Sheet indicates otherwise.
- Units with multiple Ranged attacks do so all at once, not in multiple rounds.
- Melee Combat
- Determine if at least one Unit is still present on both sides of the conflict.
- If yes, calculate speed and roll all Melee Attacks in order of Speed.
- Determine Winner
- If no Units remain on a single opposing force, the other force/army is declared the winner.
- Add all 'Recruitment Costs' + 'Upkeep Costs' of all Units defeated = Unit Value. (You don't get free money for your own units dying.)
- The following formula determines 'Total Value of Goods': For each 'completely killed' Unit add 100% of value. For each Unit that 'fled' or 'bottled-out', use % of remaining PAX * Unit Value.
- Items, Resources, and Gold are randomly generated from this value.
Last edited by GamerHandle, July 26 2015 03:16:49. Open game article. You can edit it once you log in.
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