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obsidian:officers-chess:fire_emblem_miniatures [2022/07/02 19:44]
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-Version v0.3.1 
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-======= Introduction ======= 
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-tbd 
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-======= Units ======= 
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-Every unit in the game has a Class that defines their combat stats. The Unit also has 3 slots in it’s Inventory for Weapons and Items. 
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-Units can be tracked on this [[https://docs.google.com/spreadsheets/d/1Mp38FUC9rSgisy39Z5EAGCNOV7AqSucRQ9OrsUStjvM/edit#gid=0|Army Sheet]] on Google Sheets. You’ll need to make your own copy of the sheet to use it. 
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-====== Class ====== 
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-Classes provide the following attributes. 
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-  * **HP** Unpromoted units have 15 hit points before the Unit is defeated, Promoted unit have 20. 
-  * **Strength** Strength represents the units physical and magic strength. Strength contributes mostly to Damage dealt. It also contributes to the Range of some Staves. 
-  * **Skill** Skill represents a Unit’s combat talent. Skill is used to determine if a Unit hits or not. 
-  * **Speed** Speed is used to determine which Unit gets to make a Follow Up attack. 
-  * **Defense** Defense is a unit’s physical resistance. It reduces the amount of Martial Damage the unit takes. 
-  * **Resistance** Resistance is a units magical defense. It reduces the amount of Damage taken from Magic attacks. 
-  * **Wields** A list of the Weapon Types a Unit can use. 
-  * **Tags** Classes can provide a Unit with tags that given them unique mechanics, defined in the Tags section. 
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-====== Weapons ====== 
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-Weapons are required for Units to attack. Weapons have the following attributes. 
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-  * **Damage Type** Weapons do either Martial or Magic damage when used. Which type determines which of the Target’s stats reduces the Damage taken from the weapon. 
-  * **Type** Each Class can only use certain Weapon Types. 
-  * **Might** The Damage bonus when using this weapon. 
-  * **Weight** A weapon’s weight reduces the Unit’s Speed in combat. 
-  * **Tags** Weapons can provide a Unit with tags that give them unique mechanics, defined in the Tags section. 
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-====== Cost ====== 
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-Units represent hired mercenaries that are paid for each battle they fight for you. A Unit has two factors that determine how much it will cost to hire and use in a battle. 
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-  - Each Class has a Gold value associated with it. A Sniper will cost more than an Archer as the Archer is better trained and has better stats. (The Tags on a Class can also contribute to Gold cost for that Class.) 
-  - Each Weapon or Item in the Unit’s Inventory when deployed will have a Gold cost as well. Similar to Classes, the combat stats and Tags a weapon provides a Unit determine how much it will cost. 
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-The Sum of the Class’s cost and the total cost of the Inventory it’s deployed with it the **Unit’s Cost**. This cost is used when [[Fire Emblem Miniatures#Armies|Building an Army]] to use in a battle. 
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-======= Setup ======= 
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-====== Choose Scenario ====== 
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-Choose a scenario from the [[Scenarios]] provided or design your own. A Scenario defines a number of things about the battle you’ll be playing. 
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-  * **War Chests** both the Attacker and Defender in a scenario will have a War Chest, an amount of Gold they can build their Army with. 
-  * **Time Limits** If there are a set number of Rounds for the battle, the number will be determined in the Scenario. 
-  * **Deployment Zones** The specific areas of the map the Attacker and Defender are allowed to deploy their units to 
-  * **Special Requirements and Restrictions** Any other things the scenario requires to be defined before the fighting begins. 
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-Scenarios are listed by Map they apply to, meaning they apply to decide the Map as well. 
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-====== Armies ====== 
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-Battles in Officer’s Chess are fought between Armies, which are made of a number of Units. The scenario you choose to play will decide the War Chest each player has to spend on Hiring units to their army. 
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-A Player may hire as many Units as they wish so long for a given battle, as long as the Cost of those Units doesn’t exceed their War Chest. 
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-===== Army Building Phases ===== 
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-After choosing a Scenario and finding out how much Gold each player has to hire Units, their Armies are built in three phases: Hiring, Scouting, and Outfitting. 
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-In the Hiring phase, each player builds their Army as they see fit, hiring Units in any Class the scenario allows for, equipping them with any Weapons and Items the scenario allows. 
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-In the Scouting phase, the players then share the Classes that they are bringing to battle with each other. Inventory is NOT shared, only the types of Classes. 
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-In the Outfitting phase each player may change the Inventory of their Units however they so choose. They may NOT change the Class of those Units, nor hire/fire Units they chose in the Hiring phase. 
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-====== Deployment ====== 
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-The scenario will define locations, or Deployment Zones, where the Attacker and Defender are able to deploy their units at the start of the match. It will also define who is to deploy first. 
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-The first player to deploy will place all of their Units into their Deployment Zone. Once that player had decided the starting locations of their Units, the other player will deploy their units to their Deployment Zone. The first player cannot adjust their deployments after the second player begins theirs. 
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-======= Gameplay ======= 
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-====== Rounds ====== 
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-Players alternate choosing a Unit they control and activating a unit. When a Unit is activated it first can move, then take an Action. 
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-====== Combat Turns ====== 
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-===== Move ===== 
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-All Classes have a base movement of 5 spaces. The **Fast(X)** and **Slow(X)** tags increase and decrease this amount respectively. Movement is also affected by Terrain. The following Terrain chart shows how much of a unit’s movement is required to enter a space of that type. Units with certain tags (Armored, Cavalry, Flying) use their respective columns on the table, while all other units use the “Foot” column. 
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-Single movement tiles: Plains, Sand, Buildings, Ruins, Floors, Stairs, Bridge, Village Gate, Castle Gate. 
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-^           ^Def/Res^Foot^Armored^Cavalry^Flying^Special                            ^ 
-|River      |-      |5   |-      |-      |1                                       | 
-|Snag       |-      |-   |-      |-      |-     |Destroy & becomes Bridge, has 30 HP| 
-|Desert     |-      |2   |3      |2      |1                                       | 
-|Sea/Lake   |-      |-   |-      |-      |1                                       | 
-|Forest     |+1     |2   |2      |3      |1                                       | 
-|Mountain   |+1     |4   |-      |6      |1                                       | 
-|Wall       |-      |-   |-      |-      |-     |Destroy & becomes Floor, has HP 30 | 
-|Door       |-      |-   |-      |-      |-     |Open with Key or **Pick**          | 
-|Pillars    |+1     |2   |2      |3      |1                                       | 
-|Fort       |+2     |2   |2      |2      |1     |Heal 2 End of Turn                 | 
-|Castle Gate|+2     |1   |1      |1      |1     |Heal 2 End of Turn                 | 
-|Throne     |+2     |1   |1      |1      |1     |Heal 2 End of Turn                 | 
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-===== Actions ===== 
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-==== Attack ==== 
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-A Unit can attack a Target if the Target is within the Range of the Unit’s weapon. The attack process is as follows: 
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-  - Confirm the Target is in range of the Unit’s Weapon. 
-  - Roll 1d10, if the number is under the Unit’s Skill value, the Unit has hit the Target. 
-    * The **Inaccurate(X)** tag reduces a Unit’s Skill when make this roll. 
-    * On the roll of a 1 on the die, the Unit has gotten a critical hit. 
-  - When a Unit hits a Target, Damage is calculated and dealt to the Target. 
-    * Damage is equal to ''%%Unit's Strength + Weapon Might%%'' 
-    * Check the Damage Type of the Attacker’s Weapon. For Martial damage, the Damage is reduced by the Target’s Defense. For Magic, it’s reduced by Resistance. 
-    * Damage is doubled when the Unit scored a critical. 
-    * If the Target’s hit points are reduced to 0 after taking damage, the Target is Routed. An Routed unit is removed from the map and unable to return to the battle.\\ 
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-  - After the Unit has attacked, the Target gets a chance to counter attack. Repeat steps 2 and 3 with the Unit and Target swapped. 
-  - Finally, the Unit with the higher Attack Speed value can make one more attack. 
-    * Attack Speed is equal to ''%%Unit's Speed - Weapon Wt%%'' 
-    * in the case of a tie, neither Unit counter attacks. 
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-Special note: Staves cannot counter attack or follow up. 
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-=== The Weapon Triangle === 
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-The Weapon triangle represents how certain weapon types have combat advantages/disadvantages when used against certain other weapon types. There is a triangle for melee weapons as well as types of magic. When using an advantageous weapon against a Target, a Unit will deal one extra point of damage and when using a disadvantageous one, the Unit deals one less point of damage. 
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-^Weapon^+1 Damage^-1 Damage^ 
-|Swords|Axes     |Lances   | 
-|Lances|Swords   |Axes     | 
-|Axes  |Lances   |Swords   | 
-|Anima |Light    |Dark     | 
-|Dark  |Anima    |Light    | 
-|Light |Dark     |Anima    | 
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-==== Use a Special Action ==== 
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-Some taga give a Unit access to Special Actions, they can take on their turn. These actions don’t require an accuracy roll when the Target is an allied Unit. 
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-  * **Dance** Target adjacent allied unit that has already been activated this round, it can be activated again. 
-  *  
-  * **Heal(X)** Heal the Target for X Damage 
-  * **Rescue** Move Target to a space adjacent to User. 
-  * **Restore** Remove any Status Effect tags from Unit. 
-  * **Warp** Move Target to a space up to Str spaces away. 
-  * **Torch(X)** Reveal X spaces around the User in Fog of War. 
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-=== Scenario Actions === 
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-Scenario Tags are tags that give units access to a Scenario Action. Scenario actions are special mechanics that are used in certain scenarios. Most of these tags can only be used on predefined tiles in a scenario. 
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-  * **Seize** A unit Seizing a tile ends the battle. 
-  * **Raze** A unit Razing a tile turns the tile into a Ruins tile and removes all special effects of that tile. 
-  * **Escape** A unit that takes the escape action is removed from the board. This unit is not counted as Routed. 
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-======= Tags ======= 
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-====== Unit ====== 
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-  * **Antimagic(X)** Reduce Damage dealt to this unit by X from magical attacks. 
-  * **Armored** 
-  * **Canto** After taking a non attack action, this unit can use the remainder of it’s move before ending it’s turn. 
-  * **Cavalry** 
-  * **Dragon** 
-  * **Effective(tag)** Attacks against units with the noted tag do 2 extra Damage. 
-  * **Fast(X)** Unit can move X more spaces in a turn. 
-  * **Flying** Unit ignores Terrain 
-  * **Lucky(X)** Unit crits on 1 through 1+X. 
-  * **Monster** 
-  * **Pick** This unit can use the Pick action to unlock Doors and Chests. 
-  * **Shifter** This unit changes stats when attacking 
-  * **Silencer** When this unit crits a non promoted Unit, deal Damage equal to it’s remaining health. 
-  * **Slow(X)** Unit can move X less spaces in a turn. 
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-===== Scenario Tags ===== 
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-  * **Leader** This unit can use the Seize action on specified tiles. 
-  * **Saboteur** This Unit can use the Raze Action on specified tiles. 
-  * **Fleeing** This unit can take the Escape action on certain tiles. 
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-===== Status Effects ===== 
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-  * **Barrier** Unit gains Antimagic(2) until start of next round. 
-  * **Berserk** Unit must attack weakest unit in range. At the start of a new round, roll a D10. On 1~6, Unit loses Berserk, on 7~20, No Change. 
-  * **Petrified** Unit cannot move or attack and Attacks against it have Lucky(2). At the start of a new round, roll a D10. On 1~3, Unit loses Petrified, on 4~10, No Change. 
-  * **Poisoned** At the start of a new round, roll a D10. On 1~6, Unit loses Poisoned, on 7~20, take half that number in damage. 
-  * **Silenced** Unit cannot use Anima, Dark, Light, or Staves. At the start of a new round, roll a D10. On 1~6, Unit loses Silenced, on 7~20, No Change. 
-  * **Sleep** Unit cannot move or attack. At the start of a new round, roll a D10. On 1~6, Unit loses sleep, on 7~20, No Change. 
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-====== Weapon ====== 
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-  * **AoE** Hits all targets in range. 
-  * **Brave** Attack an additional time any time this Unit attacks. 
-  * **Bonus(Stat+X)** While wielded, increase Stat by X. 
-  * **Drain** Recover Hp equal to half of the damage dealt 
-  * **Decimate** Deal damage equal to half target’s HP 
-  * **Devil** On a roll of 9 or 10, deal damage to self instead of Target. 
-  * **Exclusive(Class)** Can only be used by the tagged Class 
-  * **Inverted** Reverse the Weapon Triangle when using this weapon 
-  * **Inaccurate(X)** When using this weapon, reduce the Unit’s Skill by X 
-  * **Magic(Type)** Attacks with this Weapon are considered Magic attacks of the Type listed. 
-  * **Piercing** Ignore Target’s Defense. 
-  * **Status(Effect)** On hit, apply the Effect tag to Target. 
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-======= Playtest ======= 
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-  * -2 blanket to promoted 
-  * Increase weapon damage 
-  * Crit doubles, not triples 
-  * Fort bonus decrease? 
-  * Objectives 
-    * Rout Enemies 
-    * Escape off Map 
-    * Seize Throne/Gate 
-    * Survive 
-    * Defend Zones/Villages 
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-====== Two ====== 
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-  * Units don’t feel squishy 
-  * Promoted dont feel strong but too strong at the same time “Great Lord vs General” 
-  * Use victory points as gold rewards post a battle to feed into the unit/weapon buying 
-    * Campaign: Unit is a flat fee to hire, must outfit with weapons each battle. Encourages the player to keep units alive to save money 
-    * Same costs for single battle play 
-  * Smallest unit of play: A Map, and one or more scenarios on that map 
-    * need to add Gold to the scenario templates (actually as prefix since it’s per scenario design) 
-  * Deployment 
-    * Andrews: Select classes, share classes, then select weapons and deploy 
-      * “Allows you to counter pick” 
-    * Classic: pick whatever you want and bring it to the scenario 
-    * Campaign specifically: View the defender’s army before attacking on a Seize/Defend type map 
-  * Defender advantage: 
-    * Reinforcements 
-    * More Build Gold 
-    * Who deploys their units first is an advantage option 
-  * Cost for unit use avg for tier in each stat, and difference from average in each stat. Ie -2 off average is cheaper and +2 is more expensive. Cav Paladin baseline?