Toma RPG: Beasts
Back- Toma RPG
Aside from fighting enemy armies, a Player must also defend his forces from innumerable numbers of beasts that lurk in the wilderness. Random encounters with the wildlife is commonplace.
- Tiny fliers are a bit too strong, because I can't make trades to compensate for their increased move. Maybe tiny land units can ride non mounts?
- fill out slot trade.
- Beasts must auto attack in a city, else it wouldn't make sense to leave them as guards.
- flier disadvantage on numbers mount can carry are not filled in.
- 1 Beast Stats
- 2 Fliers
- 3 Combat
- 4 Defense
- 5 Hits
- 6 Move
- 7 Specials
- 8 Additional Bonuses
- 9 Fighting
- 10 Ranged Fighting
- 11 Turn Order
- 12 Randomization Method
- 13 Template Tests
- 14 Sample Combats
Unlike humans, beasts do not have classes. Every single beast is a seperate race. Classes within a single race allow different specialities to work together for a common goal, and they need a leader to work. Every race of beasts, however, only allow for one build. Furthermore, wild beasts generally do not cooperate with other races. That said, groups of beasts do tend to form, especially among the smaller animals, and many sides own their own beasts to fight alongside their infantry.
Even when all you have to worry about is one species of animal at a time, there is still a fearsome variety that one needs to be watchful for. You never know what you will run into when going into the wilderness. In order to showcase the variety of the units, new stats need to be added beyond combat, defense, move, hits, damage cap, and reach. Weapons are irrelevant for beasts, due to all being listed as the short reach melee type. That said, due to the size of different beasts, there is variety in how far they can hit, so reach is still a relevant thing to check.
In terms of stats, there is nothing really new you need to keep in mind, in fact, beasts are simpler to keep track of. Beasts are always considered armed, and always considered armoured, so there are no variants in that way. Furthermore, beasts are always short range melee fighters, primarily. Being able to use tools is one of the primary advantages of being an infantry in combat. Therefore, their stat board is a bit simpler.
|Size||Combat||Damage Cap||Defense||Dodge||Hit Points||Movement||Reach|
|Light-Tiny||0||0 max/ 0 min||0||+3||1||6||0'|
|Light-Small||3||6 max/ 1 min||3||+1||3||8||5'|
|Light-Medium||4||8 max/ 1 min||4||+0||6||10||5'|
|Heavy-Large||5||15 max/ 3 min||5||-2||12||12||5'|
|Heavy-Huge||10||30 max/ 6 min||10||-4||36||10||10'|
|Heavy-Massive||15||45 max/ 12 min||15||-7||90||8||15'|
* Unlike infantry, beasts have no standard ranged attacks. They don't even have standard long reach attacks. This deficiency can be compensated for with specials, but this lack is the main advantage infantry have over beasts.
*A reminder, for tiny units, the damage cap is 0, which doesn't mean they can't do damage. Roll dice for every hit, 6-10 does damage to another tiny unit, and a 10 does damage to a small-medium unit. Tiny units can't hurt heavies.
Babies: While animals do not have classes, some species can pop babies. Chickens are one such example. Babies are smaller, weaker versions of the beast, and will become a full grown beast in X amount of turns. There are babies, and there are the fully grown. There is no intermittent phase.
Going feral: Animals have no particular loyalty to their side, if they are mistreated for an extended period of time, or if upkeep doesn't cover them, they will go feral and wander off.
Stat Swap-Ferals Only
FERALS (wild NPCs) have more variability with the stat swap than sided units. While the player unit must pick between a stat swap or a stat special. A beast may select both for a stat.
When doing this. You first do the stat swap, max 50% for combat, defense, move, and hits. Unlike with sided units, who are only allowed a maximum 25% increase for move and hits.
Example: A large heavy flier has 10 hits to start. First is the stat special which increases hits by 50% (15 hits). After doing this, add the stat increase special of that can be anywhere from +1%-50%. In this case, we are increasing hits by another 27%. This adds another 4.05, rounded up to +5, which makes a total of 20 hits. Move of 36 is also lowered by 27% which subtracts 9.72 move, rounded down to -10, making its move 26. I have now copied the stats of the Double Eagle.
THIS OPTION IS ONLY AVAILABLE FOR UNITS NOT POPPED IN CITIES. PLAYERS MAY NOT DO THIS WHEN CREATING UNITS FOR THEIR SIDE.
There are various specials that are free, but can be traded out for other things.
There are also infantry units that don't need weapons, such as golems and gumps. At no cost, player can have a build like this. Just remember that if a unit has this option, he has to use short-reach melee combat,
- Mount- Beast can get rid of mount ability for additional special.
- Humanoid- -2 move; loses the ability to sprint; -1 to combat and defense; land units only; now has hands. Hands are considered weapons. Can capture one additional unit?
- No limbs (snake build)- 1/2 move; can't sprint; can do grapple/captures of units 1 size larger, can fit in areas of units 2 sizes smaller; +1 combat, -1 to defense; cannot increase defense; normal (not short) reach attack; can ambush in plains; has climb special
An infantry could also have a bestial body, like Unipegasaurs.
- Beast body special <must be heavy>- gains ability to sprint and +2 move? Also gains mount special.
Auto-Attack for Beasts
While inside of a city, beasts auto-attack as normal, but in the wild, they do not. The general rule of thumb is that smaller animals avoid the larger ones, unless the smaller ones significantly outnumber the larger.
If there is one area that beasts dominate, it's with their preponderance of flying units. Fliers have high mobility stats but take a slight reduction in other areas.
|Size||Combat||Damage Cap||Defence||Dodge||Hit Points||Movement||Reach|
|Light-Tiny||0 cbt||0 max/ 0 min||0 def||+3 dge||1 hp||16 mv||0'|
|Light-Small||2 cbt||6 max/ 1 min||2 def||+1 dge||2 hp||18 mv||5'|
|Light-Medium||3 cbt||8 max/ 1 min||3 def||+0 dge||5 hp||20 mv||5'|
|Heavy-Large||4 cbt||15 max/ 3 min||4 def||-2 dge||10 hp||36 mv||5'|
|Heavy-Huge||8 cbt||30 max/ 6 min||8 def||-4 dge||30 hp||34 mv||10'|
|Heavy-Massive||12 cbt||45 max/ 12 min||12 def||-7 dge||75 hp||32 mv||15'|
The main advantage of fliers, beyond their high move, is the ability to selectively engage when fighting against land units. A flier typically will retreat during the first combat round if it feels it is in danger. Many fliers use slam attacks to swoop down, grab onto their prey, and run away.
- Ignores most terrain modifiers (except for hills and mountains).
- +2 move for the day if flier sleeps on the ground (can sleep in the air).
- An interesting aspect of fliers is that heavy fliers are actually faster than light ones, to balance this, heavy fliers have additional disadvantages.
- considered unarmoured.
- Have the same penalty that short range infantry units have (in terms of lowering the combat stat). Damage cap remains the same.
- Double effect of negative weather modifiers.
- has a maximum carrying capacity of one less than a land unit.
- if forced to walk/run on the ground, move is 1/2 what a normal land unit of the same size would be able to manage. They may not dash.
- 1/2 defense (round up) vs. ranged fire, while flying.
Heavy Flier Disadvantages
- Damage reduction is only 1 point, rather than 2. If you also do a stat swap and lower hits, then DR can be 0.
- Does not have the cleave special.
- Mounts carry fewer passengers. (large carry 2, huge carry 3, massive carry???)
Can Infantry be Fliers?
Infantry are ground units by nature. There are exceptions, such as with the rare warlord or caster, but flying seems mainly the providence of beasts. Even golems seem to be unable to fly.
Short answer is no, for now, with exceptions at GM's discretion (would have to be minimum rank 2 unit, however). Tribes are not allowed to have fliers. Generally, exceptions show up as the occasional warlord. When a GM allows a flying infantry. They must be unarmoured, and pick the short option for weapon range (can be melee or projectile though).
The winged centaurs are technically infantry, but also have a beast body, so they are a combination.
damage is equal to -1 combat for heavies.
unarmed damage is maximum 1 and can be 0 for tiny units. If 0, roll 1d10, if 6+ it does 1 damage (must roll 10 if attacking small/medium units; can't hurt heavies).
when a heavy hits a unit two sizes smaller, or more, it's an Auto-crit (large auto crits a small; huge auto crits a medium).
Unlike infantry, beasts are always considered to be armed. Unlike infantry, beasts do not have projectile options. Unlike infantry, their weapon range is always short. Weapons beasts use can be varied, such as claws, teeth, horns, tails, etc. but they all come across as short reach weapons.
Heavies can only attack once every two combat rounds, during the off rounds, they must roll defense only.
When a heavy successfully attacks a target that is at least two sizes smaller, it's an automatic crit.
- -1 DR if heavy is unarmoured.
Land beasts are always considered to be armoured.
Fliers are always considered to be unarmoured.
- 2 DR for heavy land beasts
- 1 DR for heavy flying beasts
The same three states are here for beasts, prepared, surprised, and ambushed. Animals are generally more stealthy than infantry, however, and most attacks tend to be ambushes.
Fliers, in particular, do surprise slam attacks against land units. If the hit does not immediately croak them, they capture the target next turn, fly upward, so they can avoid retaliation, and then kill the target in the air.
The general thinking is that in a 1 vs 1 match up, smaller beasts will try and avoid larger ones, and the larger ones will try and hunt the smaller ones.
Now that beasts have been introduced, there are a few new specials that are innate to being a beast/infantry unit and need to be mentioned.
- Mount <heavy beasts only>: Allows the beast to be "ridden" by infantry units with the rider special. Only heavy beasts have this special. Exact number that can be ridden varies. Note: Land beasts get this special free, but fliers must pay extra for it.
- Large/land= 3 medium/4 small/30 tiny; Large/flier= 2 medium/3 small/ 20 tiny
- Huge/land= 5 medium/ 7 small/ 50 tiny; Huge/flier= 3 medium/4 small/ 30 tiny
- Massive/land= 30 medium/ 40 small/ 300 tiny; massive/flier= 20 medium/ 30 small/ 200 tiny
- Rider <light land infantry only>: When placed atop a friendly beast with the "mount" special, no move is used while traveling through the strategic map (mount uses move as usual though). Units with the scout special can also give orders to the mount while traveling, and know how to properly stable and care for the beast so it stays put when not being ridden. When a scout rides a mount, it counts as two units for the purposes of gaining a stack bonus, but only 1 unit in terms of losing the stack bonus. This means that 4 mount/scout combos (8 units total) can get the max stack bonus and that bonus will not decrease until there are over 8 mount/scout combos (must be over 16 units total).
- Capture: Heavy beasts can, like infantry, capture, but it's considered a special for beasts, because they tend to just kill. Follow slam rules. A capture needs a successful slam attack against a smaller target, followed by a second free attack roll on the next combat round, where target rolls defense. Both units are 1/2 their normal total for the second roll, with the defender's dodge bonus inverted. If attacker wins both rolls, target is captured.
- After a target is captured, a beast must add captured targets against their mount carrying capacity. If the beast ends up with more than they can carry, move drops to 0. Example: A large flying mount can have a two passengers, or a one passenger and a captive.
- A captured unit can be killed by the capturer, as long as he has 2 combat rounds where he is not doing anything else.
In addition to these standard abilities, beasts generally have 1-7 specials, with 3-5 specials being typical, and unlike with infantry, the types of specials varies to the point where it would be impossible to list them all in this section.
That said, there are some common specials that tend to show up. Most importantly is the terrain speciality. Unlike infantry, that have various city hexes, ships, and other shelters, where they can be safe, beasts are constantly at risk of being croaked. Having a terrain speciality means that the beast will be able to avoid being ambushed, be able to run at full speed, and just find it much easier to survive. Animals that don't have this tend to quickly become food for those that do.
Same as for infantry. Level, chief warlord, and stacks, give the same bonuses to beasts that are a part of a side.
- Tiny units: Gets +1 combat/defense, and move bonus, as normal. Does not get a hits bonus, +1 move bonus instead.
- Small units: Gets +1 combat/defense, and move bonus, as normal. Does not get hits bonus, +1 move instead.
- Medium units: Gets +1 combat/defense, and move bonus, as normal. Does not get hits bonus, +1 move instead.
- Large units: Gets +1 combat/defense bonus as normal. Gets +2 move bonus. Does not get hits bonus, +2 move instead.
- Huge units: Gets +2 combat/defense, and move, bonus. Does not get hits bonus, +2 move instead.
- Massive units: Gets +2 combat/defense, and move, bonus. Does not get hits bonus, +2 move instead.
Animals do not have leadership. They cannot create a personal stack to gain a stack bonus from. They can still form stacks, but only among their own race.
Likewise, wild animals do not have a chief warlord bonus. A good chief warlord can mitigate much of the power that beasts have over basic infantry.
Other common specials would be things like dig and climb. There are also many combat specific specials, of course, but beasts are very dependant on their general stats
Dash: <land beasts only> Can choose to not attack this round and, instead, move again instead. Light units can use their full, listed, move, heavy units can use 1/2 their listed move.
Readied Action: This was already mentioned before but against fliers it takes on a new significance. If a land beast has reach over the flying unit, and are aware that it is attacking them, they get an automatic readied attack. This goes for infantry as well. This is because they have to stand their ground and wait to be attacked. Normally, they are unable to do this move because they are too busy charging at the enemy. Reach units are extremely important in countering the high move initiative of flying units.
Mounted Combat: The combination of an infantry riding a mount has long been considered the ideal when going into combat. When they get into combat range, both can attack enemies with no penalties. A riding infantry with a 5' reach can generally hit any enemy a large mount is currently facing. It also is difficult for unmounted enemies with a 5' reach to hit back. Assume they hit the mount instead. Units with a 10' reach can attempt to target instead, but it is difficult, lower combat by 1/2. If enemy is also mounted on a same sized beast, however, no penalty to hit the opposing rider.
When riding huge sized mounts, the rider needs a 10' reach in order to hit medium/small units, or enemy riders that are also on a huge mount. However, a 5' range is good enough to hit large sized units, and unmounted enemies need a 15' reach to strike the rider.
When riding massive sized mounts, generally assume that you can't hit anything at all. The mount is so enormously massive that, even with a long reach weapon, and sitting as close to head as possible, it's simply not enough to hit whatever your mount is fighting. The best choice to ride a massive mount is a ranged infantry unit.
When a mount is killed, rider is prone for 1 round. Unit may not attack and current defense is 1/2 normal until the end of the next combat round.
Beasts are forbidden from ranged fighting, with the exception of the occasional special. Even then, most specials would not allow for the same sort of range a bow would be able to do.
New content in italics.
Capture attempts needed to be added, because it is very common for a beast to simply want to make a quick strike, and then run away with the prey, this is especially true for fliers. Capture happens from an ambush round, then the second round is the initiative round. If ambusher loses initiative round, he still rolls combat against the target. If target is captured, then he will retreat on the first round of normal combat.
- State of units: Opposing stacks are determined to be either in the prepared, surprised, or ambush state.
- Determine initiative: Compare the speed of the slowest unit in the opposing stacks, unit with highest speed gives stack initiative.
- If both stacks their slowest unit at the same speed. Roll for initiative.
- High roll wins.
- Determine combat Pairings: Player with initiative chooses targets for all his scout units, then opponent does the same (exception: scouts that are being ambushed pick second, regardless of initiative).
- Remaining units will be "randomly" selected according to the Randomization Method, outlined in Section 9, below.
- In the case of a unit fighting multiple opponents, the first enemy that a unit has been paired with must be his target.
- Ambush/Ranged Combat: If in the prepared state, all archers are allowed to fire at their targets twice (crossbowmen may fire once). In an ambush, all ambusher units get a free attack instead. (-1 defence for the ambushed units)
- At the end of round, if any opposing units are killed, player of the losing units will decide new target of any winning units that are not scouts, unless unit has been paired more than once, in which case, winning player can decide next target from those unit has been paired with. Winning player can always pick the next target of scouts, within restrictions. This will happen again on all subsequent combat rounds.
- Even if no ambush/ranged combat takes place, it is at this point where player must declare any units that will be doing a readied action (units must be in the prepared state to do so).
- Initiative round: Side with highest initiative gets a free attack (without penalties).
- If stack with initiative is in the surprised state, only units with the first strike special may attack.
- Earliest point player can declare the following commands- retreat; full defensive; target shift. Changes will take effect next round.
- If a unit has been slammed during the ambush round, he may not attack that round. If the slamming unit wishes to make a capture attempt, he will get a free attack on target, rolls are 1/2 normal combat/defense. Slamming unit may not take any other actions this round, regardless of whether or not he won initiative.
- Begin normal combat: Begin normal combat. Start with round 1, and continue rounds until victory is achieved.
A "free attack" is when one side rolls the combat stat and the other rolls defense.
With the addition of size modifiers, flying units, and beasts. There are a few more qualifiers to how to "randomly" determine combat pairings.
Beasts are not subject to the auto attack, this means that they will flat out refuse to attack larger animals unless they can make a stack with an equal amount of hit points or more, otherwise they will immediately retreat. Beasts will not attack enemies that are 3 sizes larger than they are. A beast will always attack the smallest unpaired opponent first. If enemy retreats, it will give chase.
When counting as a pairing, you use factor of 3 per size increase, in addition to the one that normally would fight it (4 mediums will fight a large [3+1], 10 medium will fight a huge [9+1]). Therefore, if you have a stack of one large and 2 medium troops, vs a stack of 7 medium troops, the way it would be divided is the the large would be paired first, then the two mediums, then the next 3 would go to the large, then Player B would be able to decide which target his seventh medium unit would pick.
A wild animal will typically not attack a larger sized creature unless they outnumber it. Ambushes are also common, especially for fliers, who will attempt to capture a target and then retreat to somewhere safe.
Player with the initiative will pick the first combat pairing, and then the other player will choose the second. After targets have all been assigned, and movement finished, then the attack phase commences. An enemy unit may not be attacked twice, unless all other enemy units, that are in range, have already been attacked.
- Determine initiative. Player with initiative shall be referred to as Player#1. Player that doesn't will be called Player#2.
- Player#1 chooses one unit from his stack to fight against one of Player#2's unengaged units (larger targets must be picked before smaller ones).
- Player#2 chooses one unit from his stack to fight against one of Player#1's unengaged units (larger targets must be picked before smaller ones).
- Repeat until all units have been paired up.
- If one player still has unpaired units remaining after all of opponents units have been paired, then be sure to pair up the unengaged units with paired units. Both Player#1 and #2 will take turns selecting from these units, as before, until all units are paired up.
- Larger targets must be picked first. Minimum 3 additional unit added for each increase in size.
- When a unit is croaked, player of the croaked unit chooses who the winning unit will target next (unless winner is a scout, which are always under the control of their player). Player's choice is restricted to units that are fighting the smallest number of opponents.
- If both players lose a unit to the opposing player, then player with initiative gets to decide his pairings first.
- Note: Italics show changes to the method.
If there is one area where infantry has complete dominance over beasts it is in the arena of ranged combat.
Beasts, surprisingly, are somewhat smarter than infantry when it comes to fighting. They aren't forced to auto attack, so they can take their time and decide who and what they are chasing, and can retreat if things go badly. Sided beasts, however, are subject to auto attack.
I will now write down 4 small battles between infantry that gradually add more of the various rules mentioned in this article.
Combat order is as follows.
1. State of units
2. Determine initiative
3. Determine combat Pairings
4. Ambush/Ranged Combat
5. Initiative round
6. Begin normal combat. Round 1:
Blue: Knight #1&2.
Green: Giant Eagle. Lets see if I can make something like the double eagle.
Unit: Double Eagle Level: 2 Class: Heavy Flyer Move: 0/26 (crewed to: HMS Unsinkable II) Hits: 20 Combat: 8 Defense: 4 Special: Flyer Special: Capture - capacity: 1, transport: 0 Special: Luckamancy Reserve - capacity: 9/30
Okay, unit. I have that. Level, I have that. Class... I have it. I mean, the use of the word "class" is just a shorthand way of saying "type" and "weight". What a warlord sees as a stat board vs. what the full stats are can be different. Luckmancy, I don't technically have it, because I'm avoiding magic, but it would be easy enough to just slot in wherever you want. No problems on this front.
The fact that the double eagle has an 8 combat and a 4 defense might seem far too high, BUT in my efforts to stretch things to the breaking point, I can just point out that these stats don't mention the chief warlord bonus. The warlord is an official unit of the side every time that it's stats are listed. It just lists a single number, which can have any number of additions to make the final total. If I say that number includes a chief warlord that is between levels 6-8 (which could be the case), then that would give a plus 2 bonus to the score.
Therefore, the double eagle stats are actually 6 combat +2 CW bonus =6; 2 defense +2 CW bonus =4. Am I stretching? I am, but I would REALLLLY like something close to canon.
Double Eagle is the first heavy that wasn't also a mount, my current solution is that mount is free for land units, but fliers need to have it be an extra special.
I decided that being a mount is something you can trade for a different ability, so I could push hits and combat to 15 and 6 respectively, but that's as far as I can push things and still stay within the range. The only way I could justify it to myself is to get rid of damage reduction. Maybe this unit doesn't have it having 20 hits is just too much, especially for a flier. I'm not touching the luckmancy special.
Having 20 hits is absurdly high for a large animal, but also way too small for a huge one, which I am pretty sure this is not. That said. This is canon, so is up to me to improvise. New GM ruling. While infantry are not allowed to combine stat swap with stat increase, beasts are. This allows them a much greater variability in stats than infantry.
I've decided to give beasts the ability to double up the stat swap and stat special.
First is the stat special which increases hits by 50% (15 hits). After doing this, add the stat increase special of that can be anywhere from +1%-50%. In this case, we are increasing hits by another 27%. This adds another 4.05, rounded up to +5, which makes a total of 20 hits. Move of 36 is also lowered by 27% which subtracts 9.72 move, rounded down to -10, making its move 26. I have now copied the stats of the Double Eagle.
1. State of units
Blue is surprised. Green is Prepared.
2. Determine initiative
Green's has the higher base move, but Blue has knights, who do not even remotely have anywhere near the move that the Eagle has.
Green has the initiative over Blue.
3. Determine combat Pairings
Green has the initiative, but has no scouts. Beasts to have an incentive to attack prey that is smaller, but both knights are the same size. Therefore, knights get to pick their pairings.
Eagle#1 is the only enemy, so Knight#1, and Knight#2 pair with Eagle.
This completes all combat pairings.
Eagle Swoops in from behind to do a slam attack on Knight#1. It has 6 combat.
This is an ambush, and the knights can not attack. Knight#1 must defend at -1 to defense. The rules state that if a unit is facing a slam attack unexpectedly, dodge is inverted, but this only counts if they are already fighting and they were not. Therefore, modifier remains at +2. Normal defense is 4 -1 =2 defense.
Players roll dice, and Eagle hits. Knight takes 5 damage.
Knight now has 1 hit left.
5. Initiative Round
Green has initiative, however Eagle is a heavy, and they can only attack once every two rounds. However, the exception to this is for a grapple, which always takes place in the next combat round. Knight must roll defense to escape. Both combat and defense are 1/2 normal, since this is a grapple round. Dodge for knight is still inverted, due to being trapped under the eagle.
Eagle current combat is 3, Knight current defense is 0.
Players roll dice, knight loses, by over 10 points. As this is a grapple attack, no saving throw vs crit is thrown.
Knight is now captured.
Green declares that Eagle will now retreat next round.
6. Begin normal combat. Round 1:
Eagle retreats with the knight captured. Eagle has a faster move, and knight#2 cannot fly, so he can successfully retreat. Knight#2 only has a 5' reach with his weapon, and can not use a free attack on Eagle.
BLUE WINS (technically)!
The side that withdraws from the engagement is technically the loser, but the goal was to capture the knight, and the eagle took no damage in this, so the eagle was the true winner.
After the eagle escaped, he killed the knight (killing a captive can be done automatically, as long as unit is not disturbed for 2 rounds), and used him for a good meal over the next several days.