As in the Comic, Units have four stats – Move, Attack, Defence, and Hits.
Move is the number of hexes a unit can move on the strategic map – Value 0 to 5.
Attack is the Combat value of the unit, whether attacking or being attacked.
Defence represents the Armour/Dodge value of the unit. It is the capacity of the unit to avoid taking hits. Basically, a value of 5 means that 5 out of 8 hits against a stack will be ignored.
Hits are the amount of damage a unit can take before being cwoaked. Hits are restored to full at the beginning of the side’s turn.
For the purposes of this game, Players will design their own unit types. Each Player can have up to five distinct unit types, each with their own stats. These cannot be changed as the game progresses, so be careful in design.
Some simple rules on design:
1. Movement of 0 is Garrison. Movement of 1 is Siege; Movement of 2 is Infantry; Movement of 3 or 4 is Cavalry; Movement of 5 is Flyer. Units may not have move higher than 5 in this game.
2. Attack is limited to (2*Hits) or round up(4*Hits^(2/3)), whichever is lower.
3. Units may have a defence value between 0 and 5, but may not have defence higher than hits.
4. Hits are related to size. So a unit with 1 hit is tiny (like a bat or bird), 3 is small (like a Gobwin), 5 is average (like a Human or Elf), 10 is big (Horse or Twoll), 20 is large (Dwagon or Golem), 30 is huge (Giants, etc). A unit may not have more than 30 hits.
5. The cost of the unit is equal to all the following formula:
Cost = Hits*Move/2 + Defense*(Hits^(2/3))/2 + Attack + Special (Move = .8 for Garrison units)
Attack is limited to (2*Hits) or round up(4*Hits^(2/3)), whichever is lower.
Specials are as follows:
Scouting: 4*(Hits+(Defence/2)) I want scouts to be cheaper
Commanders: 20
Ranged: Attack. Range units get to strike before units without range
Siege: 10. Unit gains +5 attack, and deals quadruple damage to fortifications. Can only be give to units with a move of 1, and cannot mount or fly. This allows the unit to exceed the usual attack cap.
Dancefighting: 0.75*Attack (rounded up). Units with dancefighting, if led by a Commander with dance fighting get an additional 1.5 damage multiplier.
Mancyspecials Units can have only one Mancy special, and can only use it once each day.
Healomancy: Attack. A unit with healomancy can heal up to ATTACK hits of damage at end of turn during their players turn, OR prevent ATTACK hits worth of damage from an enemies attack during an enemies turn, but not both in one day. Units with Healomancy count as having 0.5*Attack (rounded up) in combat.
Foolomancy: Hits+Defence+5. A unit with foolomancy can veil one stack of units he is a member of, that stack suffers no retaliation damage on it's next attack unless the opposing side makes a (number of units*5+lvl of highest commander in hex)% spot check, the percent is based off of the units in the target hex, not stack; OR the unit can generate a baffle that grants the stack he is in a +1 defence bonus for the next turn.
Shockomancy: Attack. A unit with shockomancy can shock up to Attacks hits of units once a day. Those units attack values are not including in retaliatory damage calculations. The unit with shockomancy must be engaging the target stack in order to shock them. The Shockomancy affect happens before ranged damage.
Dirtomancy: 10+Defence+Attack. A unit with dirtmancy once a day can either raise 50 hp of fortification in a single hex, or set a trap in a single hex. A trap deals damage to the first ground stack to enter the hex equal to the dirtmancy units attack *2 before any combat is calculated.
[Terrain] capable: 5. Terrain capable units can move through the terrain at no penalty. Non flying units without the suitable terrain capable spend an extra move to move through mountian and woods hexes (so siege can not enter), and cannot enter water hexes. The Terrain types are Mountain, Water, Woods, Roads, Plains. NB: All ground units gain an extra move if the entire move is spend on road hexes.
Each Player has 300 points worth of units at the beginning of the game.