Quickie Explanation: Player rolls 2d10 and a d6. One d10 is for troop's attack and one d10 is for target's parry/dodge. d6 is for troop's damage if resolution is successful.
0. Strike rank: all PCs get to roll first when fighting
an enemy. All troops get to roll first on the side
that makes their tactics roll by the most that round.
1. Roll 2d10 and a d6 paired for each troop. The colored/darker
d10 is the troop's attack, the white/lighter d10 is
the defender's parry. The d6 is the base damage die.
2. All enemies are assumed to have a defense of 5 unless
otherwise stated by the referee (usually as a + or
- on their counter, signifying +/- 1 on average defense.)
Enemies may have AP listed on the counter.
3. Compare the rolls. If the attacker hits and the defender
missed, compare the damage roll against the defender's
AP. On any other result the attack was not successful.
4. Defense is for melee only, missile defense is based
on shield size 2 for buckler, 3 for medium, 5 for large.
Buckler is signified by notations to the AP: .#.,
medium (#), large [#]
5. Damage: for each two points (rnd up) damage is above
AP, the target loses a hit. Hits are marked with a
die or counter.
6. Healing: It takes 4 total healing to heal a hit.
6 MP of Treat Wounds will heal a hit in two hours.
7. Criticals: when a 1 is rolled, add 4 to damage (unless
target could only hit on a 1, then add 4 only half
the time (ie. roll an extra d6 and 1-3 = critical 4-6
= normal.) If attack is 10+, a roll of 2
8. Bookeeping: All the items on the conversion below
are kept track of on the actual counter. Other items
are kept track of on the troop stat sheet.
9. Excessive Damage: normally parries add 6 to AP (medium
shield or normal weapon, 4 for buckler, 8 for large
shield.) Criticals and high damage troops might damage
a target even if they did parry.
Text version of a counter
5+3 4+1
Lucius
3 (4) 5
Attack is 5+3 damage
Missile is 4+1 damage
Name is Lucius
Hits = 3
AP = 4 using a medium shield
Defense is 5
Conversions:
Melee = best melee attack %/10 (rnd nml)
Missile = best missile attack %/10 (rnd nml)
Defense = best parry or dodge %/10 (rnd nml)
Hits = HP/4 (rnd up)
Armor = AP (average)
Damage = see tables, base is d6
Dam d4 = +1, d6 = +2, 2d6 = +4, 3d6 = +6
Weapon d6+ = +0, d8+ = +1, d10+ = +2, 2d6+ = +3, 2d8+ = +4, 3d6+ = +5
Added Later or automatically factored in if the troop
knows the spell
Bladesharp = +1 per 2 points (rnd dn)
Damage Boost = +2 per d6
Poison = +1 per 4 points
Troop Stat Sheet:
The various martial characters would probably split the troops for administrative and training purposes. The items below are keep track of for each troop.
Troop Experience:
Troops get 2% increase to every skill they have (usually just the three basic skills.)
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Copyright © 1997-2002 by Michael Derry, derry@jugenstil.com |
Updated 5 APR 02 |