Toma RPG: Unit Creation

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EDITS: 
-Upkeep cost has been changed. It is now 10$ for small units (not 5$), and 2$ for tiny units (not 1.25$-1.75$). 
-changing time to pop based on size? +1 turn for large lv 1 units/ huge lv 3 units/ massive lv 4 units
   (this is against canon, as twolls pop 1 a turn, but I think a reasonable change)
-Dodge is -2 for large units, but this doesn't seem to be listed in the questionnaire. 

Back- Toma RPG

So, you have just founded a capital site, and turned it into your first city. Before you can begin popping out units to begin your inevitable march to world conquest, however, you first need to figure out what your army will consist of. Now, it is true that there are a variety of premade units that a starting side automatically has access to (such as pikers, archers, stabbers, knights, and warlords), but everyone else can make those units too. What can you do to personalize your army, and help mold it into a winning strategy?

The answer is unique units! Every single, newly formed, capital city side on Erf has 6 production ranks worth of exclusive units to create as you wish, and THAT is what we will be focusing on in this section.

When creating a unit, one thing that you may notice is how similar they are to each other. While the looks, names, and personalities of the various units are wildly different in the comic, their basic abilities fall into a narrow range of classifications, such as type, weight, terrain, and size. The greatest factor in deciding how powerful, and unique, a unit can become is the number of slot points allocated to it. The number of slots available are fundamentally limited by the production rank, also known as the city level, needed to produce it. Dwagons are rank 3 units, and can't pop in a level 2 city.

These slots are then put into size modifiers, and specials, that can enhance the unit in a variety of ways. The more slots one starts with, the more choices available. Many specials can only be bought for higher ranked units, as well.

Naturally, it is considered better to have a high class unit, as opposed to a feeble one, but choosing weaker units also has various advantages. Really small units, which can have an upkeep of less than 2 smuckers a day, can only be built as a rank 1. If disposable troop fodder is what you need, then don't even think about high rank stuff. In all honesty, even the weakest units can be rather overwhelming when led by a skilled warlord, which, itself, is only a rank 2 unit.

To help you in your efforts of deciding what sort of unit you would like to create, the following questionnaire has been provided.

1. Race & concept: ==  
2. Type: Infantry (4{8}|4|6| 8) [_] . or Beast (4{8}|4|6|10) [_] -Note: combat(cbt) {damage cap(cap)}/ defence(def)/ hit points(hp)/ movement(mv)
3. Weight: Light ( n/c ; 20$) [_] . or Heavy (+1{n/a}|+1|+6|+2; 40$) [_] -Note: Light= default, no change (n/c). Cap is not applicable (n/a) to heavies. Upkeep ($).
4. a) Terrain: Land ( n/c ) [_] . Water (*1 {*1}|*1|*1|*1.5) [_] . or Air-light (-1 {*1}|-1|-1|*2.0) [_] . Air-heavy (-1{n/a}|-1|-2|*3.0) [_] -- b) If you choose heavy, is it underground capable, Y/N? ==
5. a) Size (light): Tiny ( 0 {0}| 0{+3}| 1|-4 ; 0 rch| 1.25$ land; 1.75$ air) [_] . Small (-1 {3}|-1{+1}|-3|-2 ; 1 rch| 5$ - - - - ) [_] . Medium ( n/c ; 1 rch| 20$ - - - - ) [_] -- b) Size (heavy): Large ( n/c ; 1 rch| 40$) [_] . Huge (*2{n/a}|*2{-4}|*3.0|-2; 2 rch| 100$) [_] . Massive (*3{n/a}|*3{-7}|*7.5|-4; 3 rch| 200$) [_] -Note: If light, dmg= 1/2 combat (round down, minimum 1); if heavy, dmg=cbt -Note: cbt {cap}/def {dodge (dge)}/ hp/ mv; reach (rch) (1 hex= 5 feet)/ $
6. a) Weapon name: == -- b) Weapon group: -Melee (rch) [_] . -Ranged (rng) [_] -- c) Weapon length (infantry only): -short [_] <<Must pick if air, beast, or both. . -normal [_] . -long [_] --Size: tiny (0 rch) |small (1 rch) |medium (1 rch)|large (1 rch) |huge (2 rch) |massive (3 rch)| short: 0 rch/ 1 rng |1 rch/ 7 rng |1 rch/ 10 rng |1 rch/ 12 rng |2 rch/ 15 rng |3 rch/ 22 rng | normal: 0 rch/ 4 rng |1 rch/ 30 rng |1 rch/ 40 rng |2 rch/ 50 rng |3 rch/ 60 rng |5 rch/ 90 rng | long: 0 rch/ 6 rng |2 rch/ 45 rng |2 rch/ 60 rng |3 rch/ 75 rng |4 rch/ 90 rng |6 rch/ 135 rng | -Note: Rch/Rng of dagger/shuriken=short; sword/bow=normal; spear/heavy crossbow=long -Note: Long rch weapons, and normal/long rng weapons, may not attack adjunct hexes. -Note: If land/water infantry picks the 'weapon length: short' option, combat=air infantry.
7. a) Stat swap: == -Note: cbt/def can be traded (*1.5 cap; round down). hp/mv can be traded (*1.25 cap; round down). -- b) Slot trade (+1 slot for each, if applicable): -Upkeep *1.5 [_] . -Remove mount special [_]
8. Rank: -Rank 1 (3 slots; pop rate=1 turn ) *$1 [_] <<<Maximum rank (tiny). . -Rank 2 (5 slots; pop rate=2 turns) *$2 [_] <<<Maximum rank (small). . -Rank 3 (7 slots; pop rate=4 turns) *$3 [_] <Min rank (huge)/Max rank (med) . -Rank 4 (9 slots; pop rate=6 turns) *$4 [_] <<<Minimum rank (massive). -Note: Small: pop rate=4 per turn (2 per turn, if rank 2). Tiny: pop rate=19 (if land), or 12 (if air), per turn.
9. a) Slots (subtract size choice from total): == -Note: Large: -2 slots; Huge: -4 slots; Massive: -6 slots. -- b) Specials: == -Note: Specials are bought with slots. Pick from the provided list in section 9.
10. Final unit template: == -Quick stats: Check type|weight|terrain|size. Choose appropriate line on the 'Section 5' chart. -Quick stats: Must add appropriate reach increase, if using a normal/long/ranged weapon.
Race: {Rank: }|Type: | Weight: {Size: }| Terrain: Weapon Name: | Group: | Length: cbt: {cap: }| def: {dge: }| hp: | mv: | rng: | $ Stat Swap: % for %| Slot Trade: | Pop Rate: Specials: Author's Notes: Can weapon length be simplified? How big is massive, in terms of hexes?

If you follow these steps, you should be able to create a unit of your very own. To understand what each choice means. Read below. In addition, I shall give an example of how to answer these questions to create a twoll, a typical unique unit from Gobwin Knob.

Contents

1. Creating A Concept/Naming Your Unit

While this page shows you how to create your units, it doesn't make them come alive. While you can just pick your unit's stats and specials, it leads to something bland and generic, and doesn't really express a vision as to what your side is all about.

You can make a simple land mount, OR you can make a unicorn. Why just create a bird with a fire special when you can make your own phoenix instead? Anything you can envision, you can take that image and then go forward with it. You can make a pixie, an electric elephant, or even a ghost-like being (stats as flying infantry, with immunity to physical damage. Point cost to be determined). An ogre and a giant are not really fundamentally different, in terms of stats, they both count as large sized, land based, heavy infantry units, but how you imagine they look and act makes all the difference in the world.

So, when creating a unit, try to imagine what sort of unit you would like it to be. When doing so, try in particular to decide these three things, because how you answer will determine what stat template the unit will end up with.

  1. person or animal- can your creation think? Can it use tools or is it just a pet?
  2. small or large- Is it small like a bat, massive like a whale, or about the size of a person?
  3. preferred travel method- does it get around mainly by swimming, walking, or flying?

Choose name of unit type, and write down description.

Example: Making a twoll.

1. Race & concept: == Twoll. Big ugly guy that likes dark places.  

2. Unit: Type

Before going any further, lets give a little run down of the 8 numbers that will be defining your units.

Stats
1. combat (cbt) Determines hit chance and the amount of damage dealt upon a successful strike.
2. damage cap (cap) Maximum amount of damage that can be dealt in a single strike. Excess damage is ignored. Applies only to light units.
3. defense (def) Determines your chance to avoid being hit.
4. dodge (dge) Additional def modifier, applicable only if opposing units are of different sizes.
5. hit points (hp) Determines the amount of damage your unit can withstand before croaking. 0 hp incapacitates, -1 croaks.
6. movement (mv) Determines how fast your unit can move in a combat round, and who moves first.
7. reach (rch) Determines how far away you can hit your opponent from.
8. upkeep ($) Determines the cost to keep the unit alive every turn. Also doubles as a supply cap when creating custom armies.

When looking at your stats, they will be listed like this: cbt{cap}| def {dge}| hp| mv| rch| $

When you begin, you get two base templates to add in the relevant numbers. They are infantry, and beast.

Type: Infantry (default)

Infantry
4 cbt {8 cap} 4 def {0 dge} 6 hp 8 mv 1 rch 20 $

Base stats: 4 combat, with a damage cap of 8; 4 defense; 6 hit points; 8 Movement. Combat reach is 1 hex, which is 5 feet, or 1.5 meters. Damage inflicted upon a successful attack is 1/2 current combat stat (round down; minimum 1 point). Size is under the light (medium) setting (roughly human sized, although, technically, Earth humans are much larger), which is the standard, and counts as being 1 hex. Upkeep is 20 smuckers ($) per turn.

Note: All light infantry are assumed to have a weapon and armour. Without a weapon, current combat drops by 1/2 (round down, can be 0), and damage cap drops to 1. Depending on weapon and unit size, combat reach may be lowered. Without armour, simply subtract 1 from defense.

Type: Beast

Beast
4 cbt {8 cap} 4 def {0 dge} 6 hp 10 mv 1 rch 20 $

Base stats: 4 combat, with a damage cap of 8; 4 defense; 6 hit points; 8 Movement. Combat reach is 1 hex, which is around 5 feet, or 1.5 meters. Damage inflicted upon a successful attack is 1/2 current combat stat (round down; minimum 1 point). Size is under the medium/light setting (roughly cougar sized), which is the standard, and counts as being 1 hex. Upkeep is 20 smuckers ($) per turn.

Stat wise, their biggest difference from infantry is the extra two points in move, this gives them initiative in combat, when compared to normal infantry. It should be noted, however, that beasts are physically stronger than infantry. This is expressed by the fact that they have natural weapons, and armour, to do battle with, so they are considered to always be equipped for battle. Physically speaking, infantry are usually bipedal, and has arms, while beasts are quadrupeds, and only have legs. Although there are variations (centaurs, apes) that require special rules. Beasts can also be harvested for provisions.

On the down side, while they have greater mobility than infantry, they lack intelligence. They can't speak, read, command, or wield weapons. Tool using is beyond them, and beasts cannot capture units without a specific special. They could not, for instance, turn a doorknob to open a door, or non-lethally beat an enemy on his own. There are also rare cases of a beast going feral if it receives bad treatment for an extended period, or are in the process of being automagically disbanded, due to an upkeep shortfall. If an enemy unit is significantly larger, they may avoid auto-attacking it, without specific orders, which can be troublesome when trying to defend a city.

Sprint: Beasts have an exclusive ability, that is free to the type, where they can forgo an attack, and use their full move a second time (only half their full move, rounded down, if a heavy). This doubles their effective combat move, but does not grant any other bonuses (such a higher initiative). This can only be done in areas where they do not suffer a movement penalty due to terrain, however.


Infantry or beast unit. Choose one.

Example: Making a twoll.

2. Type: Infantry (4{8}/4/6/ 8) [X]  
.     or Beast    (4{8}/4/6/10) [_] 
-Note: combat(cbt) {damage cap(cap)}/ defence(def)/ hit points(hp)/ movement(mv)

ADVANCED RULES:Click here.

3. Unit: Weight

There are two weight classifications for units. Light, and heavy.

Weight: Light (default)

Light: Infantry/Beast
4 cbt {8 cap} 4 def {0 dge} 6 hp 8/10 mv 1 rch 20 $

Your unit is already assumed to be this. Technically speaking, all units are assumed to be a Light (medium) unit when character generation begins, more on that later. If you wish your unit to remain in the light class, then change nothing at this time, and move on to the next step.

Weight: Heavy

Heavy: Infantry/Beast
5 cbt {n/a cap} 5 def {-2 dge} 12 hp 10/12 mv 1 rch 40$

When you select the heavy option, your unit triples in size, or more. He becomes much stronger as well. Exact stat increases are as follows.

Base stats: +1 cbt, and the cap is not applicable (n/a) anymore; +1 def; *2 hp; +2 mv. Damage inflicted upon a successful attack has been doubled. It is now equal to the current combat stat (currently 5). Dodge is -2, due to being a larger, easier target to hit. Size is under the heavy (large) setting (roughly horse sized), which is the standard for heavy units, and counts as being 3 hexed. Upkeep is doubled to 40$ per turn.

Note: All heavy infantry are assumed to have a weapon and armour. Without a weapon, divide current combat total by half (round down). Unlike with light infantry, damage remains equal to combat, and no damage cap is imposed. Without armour, -1 from defense. Beasts are always considered to be armed with natural weapons and armour.

To create a heavy, you must spend some slots. The exact number of slots depends on the size category, which shall be explained later. This allows the unit to gain the heavy classification. The differences change depending on previous choices made.

In addition to the stats increase, heavy units gain the following specials for free.

  • damage reduction: -2 damage when hit. If attack fails to penetrate dr, roll 1d20, if 2 or less, -1 hp.
  • cleave: if first (only first) attack kills enemy, may immediately attack again against any unit that is within reach.
  • terrain: Can ignore up to 1 point of movement penalty, in regards to terrain.

To compensate, there are also some innate disadvantages that all heavies suffer from.

  • Attack rate is halved (only one attack every 2 turns).
  • cannot go underground (unless choosing underground If so, unit may no longer ignore 1 point of terrain movement penalty).
  • Your dodge could also be called your size modifier. It affects how likely you are to hit, and to avoid being hit, by differently sized units. To determine what a unit's dodge score is, check the size of the attacking unit, and the size of the defending unit. If sizes are equal, do nothing, if attacker is smaller than defender, then subtract both numbers from the defender's defense. When the attacker is larger, then add both numbers to the defender's defense (ie. Heavy units have a -2 to dodge, which means that if a light (medium) unit attacks it, they take a -2 to defense. Likewise, the light unit gains a +2 to defense when being attacked by the heavy.
  • Can capture a light unit with a successful attack (can carry 2 captured light units, but cannot fight without a free hand). When attempting a capture, dodge bonus is doubled (ie. Tiny unit has a +5 bonus from dodge to avoid being hit by a large unit, but a +10 bonus to avoid being captured)
  • Total light unit carrying capacity: 2 (both must be captives)

If your unit is a beast, they gain two additional changes.

  • mount: beasts may carry up to two passengers. A passenger is an allied unit (not a captive), that is sitting on the mount. When traveling in this manner, the passengers does not use up move. While doing this, passenger is -1 to cbt/def.
  • capture: beasts can only capture one light unit (instead of 2 that infantry units can).
  • Total light unit carrying capacity: 3 (2 passengers, and 1 captive)

Light or heavy unit. Choose one.

Example: Making a twoll.

3. Weight: Light (      n/c       ; 20$)  [_] 
.       or Heavy (+1{n/a}/+1/+6/+2; 40$)  [X] 
-Note: Light= default, no change (n/c). Cap is not applicable (n/a) to heavies. Upkeep ($).

4. Unit: Terrain

There are three terrain categories for a unit. Land, water, and air.

Terrain: Land (default)

Land
Light- Infantry/Beast: 4 cbt {8 cap} 4 def {0 dge} 6 hp 8/10 mv 1 rch 20 $
Heavy- Infantry/Beast: 5 cbt {n/a cap} 5 def {-2 dge} 12 hp 10/12 mv 1 rch 40 $

Your unit is already assumed to be this. No change.

Note: This is something that doesn't really have much bearing as things currently stand. However, as I am showing how to create a twoll, I would be remiss not to mention the underground special, which twolls happen to have. Therefore...

  • Underground (heavy only):Heavy land units are normally forbidden from going underground. However, if they have the underground terrain type, they may do so. Doing this causes the heavy to lose his ability to ignore up to 1 point of negative terrain modifiers in other areas though.

Terrain: Water

Water
Light- Infantry/Beast: 4 cbt {8 cap} 4 def {0 dge} 6 hp 12/15 mv 1 rch 20 $
Heavy- Infantry/Beast: 5 cbt {n/a cap} 5 def {-2 dge} 12 hp 15/18 mv 1 rch 40 $

Only cities that are next to a source of water, such as a lake, river, or ocean, may produce a water unit. Units will automatically be placed in the water. No additional points need to be spent for a unit to gain this option. Simply modify existing air/land unit and give them the water terrain option instead. All city produced units are considered to be equally capable of surviving in fresh, and saltwater. Should an infantry water unit be created, then it's feet become much larger, and webbed, or possibly a fishtail, in order to properly navigate underwater.

  • Base stats: No change to cbt, def, or hp; *1.5 move.
  • May dive deep underwater to avoid attacks. Can be difficult to target units above though.

To compensate for this advantage the following maluses are applied.

  • Will die after 6 turns out of water (land/air units will likewise drown in 6 turns, if fully submerged into the water).
  • Move is reduced to 1 out of the water (land/air units will likewise have move reduced to 1, if forced to swim).
  • Ranged attacks are prohibited while underwater, due to water being a lousy medium for it (also makes it too easy to destroy ships if they can attack from deep below the water).
  • (beasts only) May not use the dash special.
  • infantry do not wear armour, but have tougher skin due to living underwater, so no change to defense stat.

Terrain: Air

Air
Light- Infantry/Beast: 3 cbt {8 cap} 3 def {0 dge} 5 hp 16/20 mv 1 rch 20 $
Heavy- Infantry/Beast: 4 cbt {n/a cap} 4 def {-2 dge} 10 hp 30/36 mv 1 rch 40 $

Air units, also known as fliers, offer unparalleled mobility advantages, but also suffer various weaknesses. In addition, heavy fliers are treated differently from light fliers, so this section is divided into two parts. To make a unit a flier, no additional points are spent.

The following change is automatic for all air units.

  • Terrain modifiers have no effect, except for hill/mountain hexes.
  • Can move out of reach of non-ranged land units, and attack anywhere he wishes.

To balance things out, fliers also have the following disadvantage.

  • Defense drops to 0 vs ranged attacks, while flying. Flier can regain defense stat by landing on the ground. However, unit must move as a land unit does.
  • When walking on the land, movement is 1/2 of a typical land unit of the same type.
  • Negative movement effects from weather are doubled.
  • Even when being carried as a passenger by a mount, fliers still lose move at the normal rate.
Changes when becoming a Light Air (infantry/beast)
-1= 3 cbt {8 cap} -1= 3 def {0 dge} -1= 5 hp *2= 16/20 mv +0= 1 rch +0= 20 $

There are some specific changes that depend on unit type.

Infantry:

  • The -1 cbt does not come from a simple stat reduction, rather, the penalty is directly due to the infantry unit being unable to use standard sized weapons. Only small and light ones are permitted (daggers; gauntlets). In terms of weapon range, they count as unarmed.
  • The -1 def does not come from a simple stat reduction, rather, the penalty is directly due to the infantry unit being unable to wear armour while flying (too heavy). The unit actually could wear armour, but would have to travel at 1/2 the speed of a land unit of the same type.
  • When unarmoured, combat rolls that come off as a draw actually cause 1 point of damage. There is also a higher chance to be critted.
  • May not acquire the rider special.

Beast:

  • Flying beasts are naturally weaker than their land based brethren, and suffer a -1 to combat.
  • Fliers are not considered naturally armoured, and take a -1 to defense as a result. When unarmoured, combat rolls that come off as a draw actually cause 1 point of damage. There is also a higher chance to be critted.
Changes when becoming a Heavy Air (infantry/beast)
-1= 4 cbt {8 cap} -1= 4 def {0 dge} -2= 10 hp *3= 30/36 mv +0= 1 rch +0= 40 $

Take note that heavy fliers get their move speed tripled in comparison to land units, instead of doubling the speed, like the light fliers do. This makes them the fastest units in the game. In addition to the stat changes, there are differences in the heavy specials, to show how fliers are less combat capable than land units.

  • damage reduction: -1 to all injuries taken (instead of -2).
  • Fliers do not gain the cleave special automatically.
  • -1 maximum carrying capacity.

Land, water, or air unit. Chose one.

Example: Making a twoll.

4. a) Terrain: Land      (        n/c       )  [X]
.              Water     (*1 {*1}/*1/*1/*1.5)  [_] 
.           or Air-light (-1 {*1}/-1/-1/*2.0)  [_] 
.              Air-heavy (-1{n/a}/-1/-2/*3.0)  [_] 
-- b) If you choose heavy, is it underground capable, Y/N? == Y 

Advanced rules: Click here.

5. Unit: Size

While there are only two weight modifiers, there are a total of 6 size categories. Each weight classification has access to three of them. Until now, you have been restricted to using the light (medium), and heavy (large) choices. However, you may now select from other options.

Size: Medium (default for light units)

Medium
Land- Infantry/Beast: 4 cbt {8 cap} 4 def {0 dge} 6 hp 8/10 mv 1 rch 20 $
Water- Infantry/Beast: 4 cbt {8 cap} 4 def {0 dge} 6 hp 12/15 mv 1 rch 20 $
Air- Infantry/Beast: 3 cbt {8cap} 3 def {0 dge} 5 hp 16/20 mv 1 rch 20 $

Pops every 1+ turns. Consider them roughly equivalent to a person.


Size: Small

Small
Land- Infantry/Beast: 3 cbt {3 cap} 3 def {+1 dge} 3 hp 6/8 mv 1 rch 5 $
Water- Infantry/Beast: 3 cbt {3 cap} 3 def {+1 dge} 3 hp 10/13 mv 1 rch 5 $
Air- Infantry/Beast: 2 cbt {3 cap} 2 def {+1 dge} 2 hp 14/18 mv 1 rch 5 $
  • Pops 4 a turn. They are about the size of a marbit/cougar.
  • Only available for rank 1 units.

Size: Tiny

Tiny
Land- Infantry/Beast: 0 cbt {0 cap} 0 def {+3 dge} 1 hp 4/6 mv 0 rch 1.25 $ (rounded up to nearest quarter smucker)
Water- Infantry/Beast: 0 cbt {0 cap} 0 def {+3 dge} 1 hp 8/11 mv 0 rch 1.25 $ (rounded up to nearest quarter smucker)
Air- Infantry/Beast: 0 cbt {0 cap} 0 def {+3 dge} 1 hp 12/16 mv 0 rch 1.75 $ (rounded up to nearest quarter smucker)
  • Land/Water units pop 19 a turn. They are about the size of a rat.
  • Air units pop 12 a turn. They are about the size of a bat.
  • Only available for rank 1 units.
  • Damage cap of 0 means no automatic damage on a hit. Instead, when hitting a tiny unit, roll 1d20, if 10 or less, -1 hp from target. When hitting a small/medium unit, roll 1d20, if 2 or less -1 hp from target. When hitting heavy units, no chance of damage.

Size: Large (default for heavy units)

Large
Land- Infantry/Beast: 5 cbt {n/a cap} 5 def {-2 dge} 12 hp 10/12 mv 1 rch 40 $
Water- Infantry/Beast: 5 cbt {n/a cap} 5 def {-2 dge} 12 hp 15/18 mv 1 rch 40 $
Air- Infantry/Beast: 4 cbt {n/a cap} 4 def {-2 dge} 10 hp 30/36 mv 1 rch 20 $
  • Pops once every 1+ turns. Covers 3 hexes. *2 to base upkeep.
  • Cost is -2 slots.

Size: Huge

Huge
Land- Infantry/Beast: 10 cbt {n/a cap} 10 def {-4 dge} 36 hp 8/10 mv 2 rch 100 $
Water- Infantry/Beast: 10 cbt {n/a cap} 10 def {-4 dge} 36 hp 13/16 mv 2 rch 100 $
Air- Infantry/Beast: 8 cbt {n/a cap} 8 def {-4 dge} 30 hp 28/34 mv 2 rch 100 $
  • Pops once every 4+ turns. Covers 9 hexes. *5 to base upkeep.
  • Only available at ranks 3-4
  • Cost is -4 slots

Size: Massive

Massive
Land- Infantry/Beast: 15 cbt {n/a cap} 15 def {-7 dge} 90 hp 6/8 mv 3 rch 200 $
Water- Infantry/Beast: 15 cbt {n/a cap} 15 def {-7 dge} 90 hp 11/14 mv 3 rch 200 $
Air- Infantry/Beast: 12 cbt {n/a cap} 12 def {-7 dge} 75 hp 26/32 mv 3 rch 200 $
  • Pops once every 6 turns (exactly 6). Covers 27 hexes. *10 to base upkeep.
  • Only available at rank 4
  • cost is -6 slots
  • attacks once per 3 rounds

Additional Notes for Heavies

Large, huge, and massive units all fall under the heavy category. Massive units can only be created by level 3+ cities, and cost 4 slots, while massive units can only be created by a level 4 city and cost 6 slots. Compared to medium light units (considered the universal default settings), they take the following stat changes.

With the addition of sizes, the dodge stat becomes especially important. The difference between a heavy (large) and a light (medium) unit is only 2 points, but the difference between a heavy (massive), and a light (tiny) is 10! All units are being compared to a light (med) unit, but that can be easily altered. A tiny unit has a +3+2=+5 chance to dodge a large unit.

This assumes no area attack. Area attacks (such as breath weapons and slam attacks), are automatically assumed to hit.

NOTE: A unit may not use a slam attack unless he is a heavy. Unit must be larger than the target. When using a slam attack, all targets shall immediately have a free attack round to strike first, before being hit in turn (unless they are caught unawares). Fliers may not be slammed by land or water units, but may be slammed by flier units.

STATS: Infantry

///////LAND INFANTRY/////////
Size Combat {Damage Cap}/ Defense/ Hit Points/ Movement; Reach/ Dodge/ Upkeep
Light-Tiny 0 cbt 0 cap 0 def 1 hp 4 mv 0 rch +3 dge 1.25$
Light-Small 3 cbt 3 cap 3 def 3 hp 6 mv 1 rch +1 dge 5$
Light-Medium 4 cbt 8 cap 4 def 6 hp 8 mv 1 rch +0 dge 20$
Heavy-Large 5 cbt n/a cap 5 def 12 hp 10 mv 1 rch -2 dge 40$
Heavy-Huge 10 cbt n/a cap 10 def 36 hp 8 mv 2 rch -4 dge 100$
Heavy-Massive 15 cbt n/a cap 15 def 90 hp 6 mv 3 rch -7 dge 200$
//////////AIR INFANTRY///////////
Size Combat {Damage Cap}/ Defense/ Hit Points/ Movement; Reach/ Dodge/ Upkeep
Light-Tiny 0 cbt 0 cap 0 def 1 hp 12 mv 0 rch +3 dge 1.75$
Light-Small 2 cbt 3 cap 2 def 2 hp 14 mv 1 rch +1 dge 5$
Light-Medium 3 cbt 8 cap 3 def 5 hp 16 mv 1 rch +0 dge 20$
Heavy-Large 4 cbt n/a cap 4 def 10 hp 30 mv 1 rch -2 dge 40$
Heavy-Huge 8 cbt n/a cap 8 def 30 hp 28 mv 2 rch -4 dge 100$
Heavy-Massive 12 cbt n/a cap 12 def 75 hp 26 mv 3 rch -7 dge 200$
///////WATER INFANTRY\\\\\\\\\\\
Size Combat {Damage Cap}/ Defense/ Hit Points/ Movement; Reach/ Dodge/ Upkeep
Light-Tiny 0 cbt 0 cap 0 def 1 hp 8 mv 0 rch +3 dge 1.25$
Light-Small 3 cbt 3 cap 3 def 3 hp 10 mv 1 rch +1 dge 5$
Light-Medium 4 cbt 8 cap 4 def 6 hp 12 mv 1 rch +0 dge 20$
Heavy-Large 5 cbt n/a cap 5 def 12 hp 15 mv 1 rch -2 dge 40$
Heavy-Huge 10 cbt n/a cap 10 def 36 hp 13 mv 2 rch -4 dge 100$
Heavy-Massive 15 cbt n/a cap 15 def 90 hp 11 mv 3 rch -7 dge 200$

STATS: Beasts

///////LAND BEAST/////////
Size Combat {Damage Cap}/ Defense/ Hit Points/ Movement; Reach/ Dodge/ Upkeep
Light-Tiny 0 cbt 0 cap 0 def 1 hp 6 mv 0 rch +3 dge 1.25$
Light-Small 3 cbt 3 cap 3 def 3 hp 8 mv 1 rch +1 dge 5$
Light-Medium 4 cbt 8 cap 4 def 6 hp 10 mv 1 rch +0 dge 20$
Heavy-Large 5 cbt n/a cap 5 def 12 hp 12 mv 1 rch -2 dge 40$
Heavy-Huge 10 cbt n/a cap 10 def 36 hp 10 mv 2 rch -4 dge 100$
Heavy-Massive 15 cbt n/a cap 15 def 90 hp 8 mv 3 rch -7 dge 200$
//////////AIR BEAST///////////
Size Combat {Damage Cap}/ Defense/ Hit Points/ Movement; Reach/ Dodge/ Upkeep
Light-Tiny 0 cbt 0 cap 0 def 1 hp 16 mv 0 rch +3 dge 1.75$
Light-Small 2 cbt 3 cap 2 def 2 hp 18 mv 1 rch +1 dge 5$
Light-Medium 3 cbt 8 cap 3 def 5 hp 20 mv 1 rch +0 dge 20$
Heavy-Large 4 cbt n/a cap 4 def 10 hp 36 mv 1 rch -2 dge 40$
Heavy-Huge 8 cbt n/a cap 8 def 30 hp 34 mv 2 rch -4 dge 100$
Heavy-Massive 12 cbt n/a cap 12 def 75 hp 32 mv 3 rch -7 dge 200$
///////WATER BEAST\\\\\\\\\\\
Size Combat {Damage Cap}/ Defense/ Hit Points/ Movement; Reach/ Dodge/ Upkeep
Light-Tiny 0 cbt 0 cap 0 def 1 hp 11 mv 0 rch +3 dge 1.25$
Light-Small 3 cbt 3 cap 3 def 3 hp 13 mv 1 rch +1 dge 5$
Light-Medium 4 cbt 8 cap 4 def 6 hp 15 mv 1 rch +0 dge 20$
Heavy-Large 5 cbt n/a cap 5 def 12 hp 18 mv 1 rch -2 dge 40$
Heavy-Huge 10 cbt n/a cap 10 def 36 hp 16 mv 2 rch -4 dge 100$
Heavy-Massive 15 cbt n/a cap 15 def 90 hp 14 mv 3 rch -7 dge 200$

Medium, small, or tiny unit./ Large, huge, or massive unit. Choose one.

Example: Making a twoll.

5. a) Size (light): Tiny    ( 0 {0}/ 0{+3}/ 1/-4   ; 0 rch/ 1.25$ land; 1.75$ air)  [_]
.                   Small   (-1 {3}/-1{+1}/-3/-2   ; 1 rch/  5$ -    -     -   - )  [_] 
.                   Medium  (         n/c          ; 1 rch/ 20$ -    -     -   - )  [_] 
-- b) Size (heavy): Large   (         n/c          ; 1 rch/  40$)  [X] 
.                   Huge    (*2{n/a}/*2{-4}/*3.0/-2; 2 rch/ 100$)  [_] 
.                   Massive (*3{n/a}/*3{-7}/*7.5/-4; 3 rch/ 200$)  [_]
-Note: If light, dmg= 1/2 combat (round down, minimum 1); if heavy, dmg=cbt
-Note: cbt {cap}/def {dodge (dge)}/ hp/ mv; reach (rch) (1 hex= 5 feet)/ $

6. Unit: Weapons

There are two weapon groups, melee (rch), which is close combat, and ranged (rng), which are mainly missile weapons. Among the first group (melee), there are three lengths. Short, normal, and long. Among the second group (ranged), there are, again, three lengths. As before, they are short, normal, and long.

All standard beast weapons are considered short melee weapons. However, infantry can have a much wider area of attack (due to being able to use items). If disarmed, their combat reach changes to short, and they suffer penalties to combat, and damage.

Most infantry melee weapons are of the 'normal' length. The exception is flying infantry, which are limited to using short weapons, due to weight restrictions. When infantry uses short weapons, they get a -1 to combat. Long length weapons give an extra hex of reach, but they are useless for attacking adjunct hexes.

If an infantry unit ends up with a ranged missile weapon instead, 'normal' is, as before, the standard. Air infantry are limited to short length weapons only, and for the same reason. Short length weapons have 1/4 the range of normal ones (round down), and suffer a -1 to combat. Long ranged weapons, on the other hand, are multiplied by *1.5, but take a round to reload after firing (can move as normal, but cannot attack). Normal and long range weapons may not fire upon adjunct hexes, but short range ones can.

Special: Weapon/armour*1-Air infantry only. If you feel restricted by the fact that your air infantry is only allowed to use short weapons, and no armour, then consider getting this when it comes time to buy specials. It allows your unit to pick from all normal, and long weapons. In addition, units are allowed to wear armour. Cbt/def/rch/rng can now be equal to land infantry.

Weapon: Beast

Beasts, like infantry, have one primary attack method. Here are some options.

  • Claw, bite, antlers, horns, tail, feet
Melee/Reach (rch)
Length Tiny Small Medium Large Huge Massive
Short: 0 rch 1 rch 1 rch 1 rch 2 rch 3 rch

Choose one of the following (or a similar option, as this list is not exhaustive, by any means). This will become the beast's primary method of attack. Given that Animals can have multiple ways of fighting, you are also allowed to have more. A unicorn can pierce its enemy with it's horn, or use its hind legs to deliver a powerful kick to someone behind it. It's not really needed to list more then one attack method, it's more of a roleplay aspect, although if a beast has captured a unit, it may need an alternate attack.

Beasts may not use anything other than the natural weapons chosen.

Weapon: Infantry

There are two things to choose as an infantry unit, the weapon group (melee or range), and the weapon length (short, normal, or long). All air infantry units must select short option. Ground and water units may also select the short option. However, if they do, they must take a -1 to combat. Air infantry do not take an additional -1 to combat, because they are assumed to have already taken the reduction.

Melee/Reach (rch)
Length Tiny Small Medium Large Huge Massive
Short: 0 rch 1 rch 1 rch 1 rch 2 rch 3 rch Note: cbt is calculated the same as air unit, if chosen.
Normal: 0 rch 1 rch 1 rch 2 rch 3 rch 5 rch
Long: 0 rch 2 rch 2 rch 3 rch 4 rch 6 rch
  • short: dagger, gauntlet, brass knuckles (if air terrain unit is chosen, player must select this).
  • normal: sword, club, short spear.
  • long: spear, whip (+1 reach, but can't attack adjunct hexes).

At the bigger size levels, having even a normal length weapon gives a significant reach advantage over beasts.

Ranged (rng)
Length Tiny Small Medium Large Huge Massive
Short: 1 rng 7 rng 10 rng 12 rng 15 rng 22 rng Note: cbt is calculated the same as air unit, if chosen.
Normal: 4 rng 30 rng 40 rng 50 rng 60 rng 90 rng
Long: 6 rng 45 rng 60 rng 75 rng 90 rng 135 rng
  • short (1-10 rng; 8 ammo): throwing knives, shuriken, slings, natural shockomancy (archons)
  • normal (2-40 rng; 12 ammo) : bows (can't attack adjunct hexes)
  • long (2-60 rng; 12 ammo): heavy crossbow (can't attack adjunct hexes. After shooting, takes 1 round to reload)

One big disadvantage of picking the ranged option is that there is a limited amount of ammo. Infantry units can replace spent attacks, but beasts units, generally speaking, may not (exceptions may apply. ie. yellow dwagon may reload half his crap attack ammo, one hour after eating). This is especially true for attacks requiring juice. Spent ammo repops for unit at start of turn.

NOTE: When a tiny unit is attacking a larger one, ignore the rule about being unable to attack adjunct hexes. However, when attacking units of the same size, the rule remains in place.

This list is not exhaustive. Infantry can use a wide variety of weapons, but only that one weapon class. Their only other attack is using their fists. All infantry are assumed to have their weapon when going into battle.

As a reminder. All infantry can use a weapon, and are much weaker without it. If a light unit is disarmed, decrease current combat by 1/2, and range is considered short. Light units also have their damage cap lowered to 1. Heavy units also drop their current combat by 1/2, and have range dropped to short, but damage remains uncapped. Units may not use weapons other than the one chosen for it. If you use a club, you may not use a sword, if you use a sword, you may not use a spear, etc.

Other damage types

In addition to physical damage. There is also many others.

There are area attacks, like gas, fire, smoke, and even slam attacks (especially when a units is multi hexes in size)

There are alternative ranged attacks like shockomancy. Figuring out of far a ranged weapon can shoot is another important factor.

Don't really have the answers yet. Damage types is something that needs work.

Weapon name; melee/ranged group; short/normal/long length. Choose one for each.

Example: Making a twoll.

6. a) Weapon name:  == club
-- b) Weapon group: -Melee (rch)  [X]          
.                   -Ranged (rng) [_]
-- c) Weapon length (infantry only): -short   [_] <<Must pick if air, beast, or both.
.                                    -normal  [X]
.                                    -long    [_]
--Size: tiny (0 rch) |small (1 rch) |medium (1 rch)|large (1 rch) |huge (2 rch)  |massive (3 rch)|
 short: 0 rch/ 1 rng |1 rch/  7 rng |1 rch/ 10 rng |1 rch/ 12 rng |2 rch/ 15 rng |3 rch/  22 rng |
normal: 0 rch/ 4 rng |1 rch/ 30 rng |1 rch/ 40 rng |2 rch/ 50 rng |3 rch/ 60 rng |5 rch/  90 rng | 
  long: 0 rch/ 6 rng |2 rch/ 45 rng |2 rch/ 60 rng |3 rch/ 75 rng |4 rch/ 90 rng |6 rch/ 135 rng |
-Note: Rch/Rng of dagger/shuriken=short; sword/bow=normal; spear/heavy crossbow=long
-Note: Long rch weapons, and normal/long rng weapons, may not attack adjunct hexes.
-Note: If land/water infantry picks the 'weapon length: short' option, -1 combat.

Advanced rules: Click here.

7. Unit: Stat/Slot Reallocations

This is an optional area to give additional customization options to your unit. Changes to stats, and certain abilities, or disadvantages, can be traded for slots, which can then be traded for new specials.

Stat Swap

If you wish, you may increase its combat or defense by half (50%). However, to do so, you must lower the other stat by an equivalent amount. Therefore, if you increase defense, you must decrease combat, and vice versa. Given the usefulness of having as high a combat as possible, especially for heavy units, damage reduction is also affected when you alter these stats. In addition, units with a defense increase pop with a shield.

  1. cbt: Increase by up to 1.5 (round down), but lower def by equal amount.
    1. if heavy, -1 to damage reduction.
  2. def: Increase by up to 1.5 (round down), but lower cbt by equal amount.
    1. Infantry pops with shield. If infantry loses shield, -1 to defense, but +1 to combat.
    2. Light land infantry pops with full plate armour suit if defense is increased by 50%. Suit grants DR 0 (functions as armoured special, only it covers entire body). If armour is removed/destroyed, -2 to defense (defense must increase by 2 or more to get this).
    3. Light beasts gain "armoured" special if defence is increased by any amount.
    4. Heavy units gets +1 to damage reduction if defence is increased by any amount.

You may also increase hit points or movement, but only by one quarter (25%). Hit points are especially important not to alter overly much, as half the hit points of a large unit would give it the same as a medium one, and if the medium lowers its hp by half, it ends up with the same hit points as a small sized unit.

  1. hp: Increase by up to 1.25 (round down), but lower mv by equal amount.
    1. -1 to dodge.
  2. mv: Increase by up to 1.25 (round down), but lower hp by equal amount.
    1. +1 to dodge

Remember, it's two seperate pairings. If you increase hit points, you must lower movement. You may not increase combat by lowering your hit points. If you do this, your character is also forbidden from taking a 50% stat increase special. You may not increase combat by 50% from this, and then add another 50% from another source.

Additional Slots

There are also things you can do to gain some additional slots for your unit. The easiest one is simply increasing upkeep by 50%. This gives you one additional slot. You may only do this once. Most heavy units are mounts, but I have occasionally seen ones that are not. Therefore, I rule that mount is a free slot to heavy beasts but it can be traded in for something else, if the player wants. More may end up being added at a later date.

  • Increase upkeep by *1.5= +1 slot
  • Remove mount special (lowers carrying capacity by 1 (if air) or 2 (if land); beast only)= +1 slot
  • Infantry body

Swap stats, and trade specials for slots.

Example: Making a twoll.

7. a) Stat swap : == no
-Note: cbt/def can be traded (*1.5 max; round down). hp/mv can be traded (*1.25 max; round down).
-- b) Slot trade (+1 slot for each, if applicable): -Upkeep *1.5  [_] 
.                            -humanoid (move=infantry;-1 def/cbt) [_]                          
.                            -Remove mount special                [_]

ADVANCED RULES: Click here.

8. Unit: Production Rank

Upkeep is determined by the unit's rank, which is to say the city's level, and it also dictates how many turns are needed before the unit will pop. The base cost is 20 smuckers a day, and number is multiplied by the unit rank, size modifiers, and a few optional factors, to determine the final cost.

With these things in mind here are the here are a few basic things to note for units that depend on their production rank.

  • A unit from city level 1 has 3 slots to work with. Upkeep is current amount *1. Pop time: 1 per turn.
  • A unit from city level 2 has 5 slots to work with? Upkeep is current amount *2. Pop time: 1 per 2 turns.
  • A unit from city level 3 has 7 slots to work with? Upkeep is current amount *3. Pop time: 1 per 4 turns.
  • A unit from city level 4 has 9 slots to work with? Upkeep is current amount *4. Pop time: 1 per 6 turns.
  • Cities to not pop new units at level 5.
  • If small (rank 1 option only); Pop time: 4 per turn. If tiny (air): 12 per turn. If tiny (land/water): 19 per turn.

The base cost assumed for a unit is 20$, if you end up picking a higher ranked unit at this point, take the current cost of the unit, and multiply it by the value shown. A twoll would be a rank 1 unit, so you multiply it by 1. If I had a rank 4 massive unit then that would be 20 (base) *2 (heavy) *5 (massive) *4 (rank 4 unit)= 800 smuckers per turn.

The other important trait, is the number of slots gained from your choice of production rank. We'll keep a note of it on the unit creation list.

Choose unit production Rank of 1, 2, 3, or 4.

Example: Making a twoll.

8. Rank: -Rank 1 (3 slots) *1 upkeep [X] <<<Minimum rank, if large.
.        -Rank 2 (5 slots) *2 upkeep [_]
.        -Rank 3 (7 slots) *3 upkeep [_] <<<Minimum rank, if huge.
.        -Rank 4 (9 slots) *4 upkeep [_] <<<Minimum rank, if massive.
-Note: Small: rnk 1 only; pop 4 per turn. Tiny: rnk 1 only; pop 19 (land)/12 (air), per turn.

ADVANCED RULES: Click here.

9. Unit: Specials

At this point, you are officially on the final step of unit creation. Any points remaining for specials can be spent here.

You may pick whatever you want, under restrictions. Should you pick two options that are mutially exclusive (such as armour ignore, which allows uncapped damage, and a dual wield, that lowers the damage cap when doing two+ attacks per round), player must be sure to declare which special is in effect (in this case, attacking twice per round means the armor ignore special is not being used).

Specials cost a varying number of points, the point cost is generally, but not always, equivalent to the city level/production rank required to pop the unit. They have their own ranking system, which is called tier. Rank one units can only use specials that have a tier that is equivalent to, or less than, the unit's rank.

Tier 1 Specials

  • Advanced Initiative: <All.> When determining initiative, +5 to move. Can attack while in the surprised state.
  • Armoured: <All.> Back half is protected. DR 1 if tiny, DR 2 if small/medium, +1 DR for every additional size (max 5), and -1 from total if flier. If damage is equal to, or below, DR, then no chance of damage (no additional 1d20 roll to inflict 1 hp on target). If damage exceeds dr, unit takes full damage. If damage exceeds armour by 5 points, -1 to armour. Armour is destroyed if it goes below 0.
  • Batting: Club only. Hits airborne objects with bat and shoots them at target. Treat shots the same as archery special.
  • Breath Air/Underwater: All. Allows a water unit to breath air, and vise versa.
  • Capture: Beasts only. Free for heavy units. Allows beasts to capture an enemy unit like infantry units are automatically capable of doing.
  • Cleave: Melee only. If you deal a creature enough damage to croak, you get an immediate, extra melee attack against another creature within reach. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.
  • Dual Wield: Melee/Light only. Attack rate doubles. Must wield two weapons (for beasts, it can be natural weapons, such as claws, can not use same body part to attack twice, such as your mouth to bite). Halves damage cap.
  • Elemental Immunity: complete protection against one elemental type (lighting, fire, acid, sonic, sticky[not really an element but counts anyway for things like tar traps. May not have fur/hair]).
  • Enhances senses: Beasts only. Able to smell trails left by units who's sent they are familiar with, for 5 turns. Can normally smell when a certain animal type is hiding in a hex. ie) Man, gobwin, twoll, etc.
  • Fabrication: Infantry only. The creation of non-magical objects, including equipables.
  • Lowered Upkeep: Upkeep must be minimum 10. Upkeep is 9/10th base. Round down.
  • Manyshot: Ranged only> Ranged units can fire twice per round. -4 to damage cap, when manyshot is in effect.
  • Mount: Heavy beasts only. This is a free upgrade for every heavy beast. Allows a rider unit so self stack with the mount, and give it orders, without the need of leadership or commander specials.
  • Mean tweets: All. Hurtful words directed at target causes -1 cbt/def. Lasts 2 rounds. Max penalty -2. Can be used in conjunction with normal attacks. Works as long at the unit can speak and target can hear what is being said.
  • Night Vision: All. Can see in total darkness.
  • Promotion:advanced-Infantry only. For the cost of 2k smuckers, change unit into standard knight template.
  • Promotion: heavy- Light unit only. For the cost of 2k smuckers, add heavy template.
  • Power Strike: Infantry; melee (medium/long); Must use both hands on weapon. Ignores damage reduction. +1 to damage (+1 not restricted by damage cap).
  • Rider: Infantry only. Allows a rider unit so self stack with one mount at a time, and give it orders, without the need of leadership or commander specials. Also grants additional stacking, and screening, benefits, along with the ability to tame a beast by feeding it. To tame beasts, unit must also have the command special.
  • scout: Infantry only. Can avoid auto-engaging enemies.
  • share senses: Beast only. Allows units Allows warlord with the receive senses special to hear, and see what unit does. Range is 30 hexes.
  • Terrain special: All. No move penalty when walking on a specific terrain type (ie. forest, mountain, snow)
  • Weapon/armour: Air infantry only. Air infantry are allowed to use normal, and long weapons, instead of just short, plus armour. Cbt/def/rch is considered equal to land infantry.

For a full listing of specials, click this link>>> Toma RPG: Specials

Choose specials from list, by spending all remaining slots.

Example: Making a twoll.

9. a) Slots (subtract size choice from total)==3 slots- 2 large= 1 slot  
-Note: Large: -2 slots; Huge: -4 slots; Massive: -6 slots.  
-- b) Specials : ==1 slot- 1 fabrication = 0 slots  
-Note: Specials are bought with slots. Pick from the provided list in section 9.

10. Selection finished. Generating 'Final Unit Template

Example: Making a twoll.

1. Race & concept: == Twoll. Big ugly guy that likes dark places.  
2. Type: Infantry (4{8}/4/6/ 8) [X] . or Beast (4{8}/4/6/10) [_] -Note: combat(cbt) {damage cap(cap)}/ defence(def)/ hit points(hp)/ movement(mv)
3. Weight: Light ( n/c ; 20$) [_] . or Heavy (+1{n/a}/+1/+6/+2; 40$) [X] -Note: Light= default, no change (n/c). Cap is not applicable (n/a) to heavies. Upkeep ($).
4. a) Terrain: Land ( n/c ) [X] . Water (*1 {*1}/*1/*1/*1.5) [_] . or Air-light (-1 {*1}/-1/-1/*2.0) [_] . Air-heavy (-1{n/a}/-1/-2/*3.0) [_] -- b) If you choose heavy, is it underground capable, Y/N? == Y
5. a) Size (light): Tiny ( 0 {0}/ 0{+3}/ 1/-4 ; 0 rch/ 1.25$ land; 1.75$ air) [_] . Small (-1 {3}/-1{+1}/-3/-2 ; 1 rch/ 5$ - - - - ) [_] . Medium ( n/c ; 1 rch/ 20$ - - - - ) [_] -- b) Size (heavy): Large ( n/c ; 1 rch/ 40$) [X] . Huge (*2{n/a}/*2{-4}/*3.0/-2; 2 rch/ 100$) [_] . Massive (*3{n/a}/*3{-7}/*7.5/-4; 3 rch/ 200$) [_] -Note: If light, dmg= 1/2 combat (round down, minimum 1); if heavy, dmg=cbt -Note: cbt {cap}/def {dodge (dge)}/ hp/ mv; reach (rch) (1 hex= 5 feet)/ $
6. a) Weapon name: == club -- b) Weapon group: -Melee (rch) [X] . -Ranged (rng) [_] -- c) Weapon length (infantry only): -short [_] <<Must pick if air, beast, or both. . -normal [X] . -long [_] --Size: tiny (0 rch) |small (1 rch) |medium (1 rch)|large (1 rch) |huge (2 rch) |massive (3 rch)| short: 0 rch/ 1 rng |1 rch/ 7 rng |1 rch/ 10 rng |1 rch/ 12 rng |2 rch/ 15 rng |3 rch/ 22 rng | normal: 0 rch/ 4 rng |1 rch/ 30 rng |1 rch/ 40 rng |2 rch/ 50 rng |3 rch/ 60 rng |5 rch/ 90 rng | long: 0 rch/ 6 rng |2 rch/ 45 rng |2 rch/ 60 rng |3 rch/ 75 rng |4 rch/ 90 rng |6 rch/ 135 rng | -Note: Rch/Rng of dagger/shuriken=short; sword/bow=normal; spear/heavy crossbow=long -Note: Long rch weapons, and normal/long rng weapons, may not attack adjunct hexes. -Note: If land/water infantry picks the 'weapon length: short' option, -1 combat.
7. a) Stat swap : == no -Note: cbt/def can be traded (*1.5 max; round down). hp/mv can be traded (*1.25 max; round down). -- b) Slot trade (+1 slot for each, if applicable): -Upkeep *1.5 [_] . -Remove mount special [_]
8. Rank: -Rank 1 (3 slots) *1 upkeep [X] <<<Minimum rank, if large. . -Rank 2 (5 slots) *2 upkeep [_] . -Rank 3 (7 slots) *3 upkeep [_] <<<Minimum rank, if huge. . -Rank 4 (9 slots) *4 upkeep [_] <<<Minimum rank, if massive. -Note: Small: rnk 1 only; pop 4 per turn. Tiny: rnk 1 only; pop 19 (land)/12 (air), per turn.
9. a) Slots (subtract size choice from total)==3 slots- 2 large= 1 slot -Note: Large: -2 slots; Huge: -4 slots; Massive: -6 slots. -- b) Specials : ==1 slot- 1 fabrication = 0 slots -Note: Specials are bought with slots. Pick from the provided list in section 9.
10. Final unit template:== -Quick stats: Check type/weight/terrain/size. Choose appropriate line on the 'Section 5' chart. -Quick stats: Must add appropriate reach increase, if using a normal/long/ranged weapon.
Race: Twoll {rank: 1}/type: infantry/ weight: heavy {size: large}/ terrain: land (underground) Weapon name:club/ weapon group: melee/ weapon length: normal cbt: 5 {cap: n/a}/ def: 5 {dge: -2}/ hp: 12/ mv: 10/ rng: 2/ $ 40 Stat swap: 0% for 0%/ Slot trade: no Specials: large; fabrication

Tribes

A tribe starts off as a demi-human warlord. If the warlord is able to find money, then he can use it to pop new units. Every tribe can make 4 ranks worth of units.

Tribes are made the same way as normal infantry units, but have two additional specials. The first is the promotion special, which allows any unit to be promoted to a warlord, and a unique special that is shared among all units of their tribe.

Example: Hobgobins. They can make infantry hobs (rank 1), knight hobs (rank 1), and heavy knight hobs (rank 2). Four ranks altogether, plus the warlord itself, which makes 6, just like a city has. All hobs have the promotion, and dance fighting specials.

Example: Marbits. They can make digger scouts (rank 1), crossbowmen (rank 1), axemen (rank 1), and spearmen (rank 1). Four ranks altogether, plus the warlord itself, which makes 6, just like a city has. All marbits have the promotion, and underground specials.

Unit: Class (GM use only)

The vast majority of races have a single set template that all units must follow. However, humans, and demi-human tribes (tribes will be covered in a later page), are special, and can have a number of special builds. These builds are available to all sides that have access to the race, therefore you may not create a unique build for humans. All choices are set before the game can begin. This is why classes are GM only.

Humans have a total of ? classes. Cannon choices are

  • stabber: medium weapon melee user (also subdivides into extra classes, such as scout and rider)
  • piker: long weapon melee user
  • archer: medium weapon range user
  • knight: advanced scout
  • warlord: commander, with leadership special
  • caster: non combat commander, with caster special.
  • courtier: non combat commander.
  • digger: siege unit

How to create an archer/piker/stabber class.

If the race is either medium or small sized. Then they can lower stats, which grants them the ability to pop additional units per turn. In order for a unit to gain a faster pop rate per turn, two slots must be spent. This allows one extra unit per turn.

More units can be popped per turn by sacrificing the following.

  • -2 slot (required)= +1 unit, per turn
  • -1 slot = +1 unit, per turn
  • -2 stat points (minimum of 1 cbt/ 1 def/ 4 hp/ 6 mv)= +1 unit, per turn, for every -2.
  • -4 cap (4 cap)= +1 unit per turn
    • -3 cap (1 cap)= +1 unit per turn
      • -1 cap (0 cap)= DOUBLE final total

Now, to show how this relates to the creation of piker, here is an example.

Standard medium light infantry unit: 4/4/6/8; 8 cap; 3 points for specials. One unit per turn can be popped.

2 per turn: special*2
3 per turn: -2 cbt
4 per turn: -2 def
5 per turn: -2 hp
6 per turn: -2 mv
7 per turn: -1 cbt; -1 def
8 per turn: -4 cap

piker/archer: 1/1/4/6; 4 cap; Remaining slot is used for Promotion (advanced) special, which allows unit to be promoted to a knight.

Stabbers

Stabbers hold a special place as the single, most versatile, class. They are allowed to keep two specials instead of the normal 1, like other units. They also keep two stat points, giving them a slightly higher cbt and def than pikers. The extra special can also be of various types, which gives them a wide variety of different uses, from terrain special stabbers, to riding stabbers, to scouting stabbers. Stabber type units tend to make up the bulk of an army. Otherwise, the cost works in the same manner though.

  • Stabber (6 per turn): 2/2/4/6; 4 cap; Special: -Promotion (adv), and Advanced Initiative, which allows unit to move first when fighting unled units.

Stabbers can also substitute the Initiative special with one of the following choices, however, the versatility comes at the cost of efficiency. Only 3 (not 6) stabbers pop per turn if you take one of the substituted options (upkeep remains the same):

  1. Scout= Allows withdrawal from combat.
  2. Siege/Dig= Mining and breaking through enemy walls
  3. Dance fighting= I really don't know how this works...
  4. terrain= can move without penalty in specific terrain hexes.
  5. Rider= Gains double stacking bonus when riding on mount

Small Unit Reductions

As you might guess, the method used to increase the pop rate for classes, is also used to determine increases due to smaller size choices for units. The main differences being that specials remain the same (only stats take a reduction) and the amounts are unchangeable.


For those interested in seeing what the decisions were to lower stats for units. This is how it works. Small units must first lower their stats by 4 points, in order to gain an additional unit per turn, instead of specials. System works the same after.

2 per turn: -1 cbt; -1 def; -2 mv (required)
3 per turn: -2 hp (required)
4 per turn: -1/2 cap (required)
4 per turn: -1 hp but +1 dodge balances out (required)

3 units per turn: 3 cbt {0 cap}/ 3 def/ 3 hp/ 6 move; 3 slots remain

Tiny Unit Reductions

Tiny units gain the same benefits from stat reductions.

1   unit per turn: 4cbt{8cap}/4def{0dge}/6hp/8mv; 1 rng/ 20$
2   per turn(+1)  : -4 cbt
4   per turn(+2)  : -4 def
6   per turn(+2)  : -4 move (Max reduction allowed)
8   per turn(+2)  : -4 hp
10  per turn(+2)  : -7 cap  
11  per turn(+1)  : -1 hp -1 rng
9.5 per turn(-1.5): +3 dodge
19  per turn(*2)  : cap of 0 (doubles total, as they are almost useless in a fight)

Tiny land infantry: 8 units per turn: 0 cbt{0 cap}/ 0 def{+3 dodge}/ 1 hp/ 4 move/ 1.25$; 3 slots remain

There are also non combat versions of these units, like etsies. In which case make it 20 units per turn at a smucker each. Magical golems shall be covered in a future page.

Tiny fliers are supposed to have a a -1 cbt, def, and hp to compensate for the faster move, in addition to having their def drop to 0 vs ranged combat, but stats can't go negative so they produce fewer units per turn.

 1 unit per turn: 3cbt{8cap}/3def(0def vs ranged){0dge}/5hp/16mv; 1 rng/ 20$
 2 per turn(+1): -3 cbt-1 def
 3 per turn(+1): -2 def
 4 per turn(+1): -4 move (one quarter total. Max reduction allowed)
 6 per turn(+2): -4 hp
 8 per turn(+2): -7 cap (normal is 8) 
 7 per turn(-1): +3 dodge -1 rng
 6 per turn(-1): +3 missile weapon penalty
12 per turn(*2): capof 0 (doubles total, as they are almost useless in a fight)

Tiny flier infantry: 0 cbt{0 cap}/ 0 def{+3 dodge}/ 1 hp/ 12 move/ 1.75$; 3 slots remain

Specials for class units only

  • Commander: Can see the combat, defense, hp, and move of any unit, along with some of their specials. Can issue absolute orders to non commanders within the group.
  • Purse: Exclusive ability to human commanders only. Without a purse, it is impossible to buy a capital city site. Allows commander to directly link to the capital's treasury.

STATS

There are four variations of the stat board. Complete (all information), combat (needed for fighting), template (information used to create unit), and overview (quick reminder of units when deciding what to pop in cities).

Stats: template

Templates are the basis for all other stat boards, when creating a unit, you will turn it into a template. This is the relevant result of going through the questionnaire, and spitting out a unit.

Here is my latest variation:


blank stat board for creating templates.

Race: {Rank: }|Type: | Weight: {Size: }| Terrain: 
Weapon= Name: | Group: | Length: 
cbt: {cap: }| def: {dge: }| hp: | mv: | rng: | $   
Stat Swap: % for %| Slot Trade: | Pop Rate:
Specials:

Twoll     Rank: 1 [01]

Upkeep: 40$     Type: infantry [02;11]
Size: large     Weight: Heavy [03]
Terrain: land     Specialization: Underground [04]
Combat: 5     Damage Cap: n/a [06]
Range: 2     Weaponry: club/melee/normal [05;10]
Defense: 5     Dodge: -2 [07]
Hits: 12/12     Move: 10 [08;09]
Stat Swap: 0% for 0% [12]
Slot Trade: no [13]
Pop-rate: 1/1 turn [14]
Special: (3+0 slots) -2(hvy)-1(fabrication) [15]

  • 01. Race/Class: {Rank: }|
  • 02. Type: |
  • 03. Weight: {Size: }|
  • 04. Terrain:
  • 05. Weapon= Name: | Group: | Length:
  • 06. cbt: {cap: }|
  • 07. def: {dge: }|
  • 08. hp: |
  • 09 mv: |
  • 10. rng: |
  • 11. $
  • 12. Stat Swap: % for %|
  • 13. Slot Trade: |
  • 14. Pop Rate:
  • 15. Specials:
  • Added everything

Stats: overview

Design is the most basic stat board, when you are just creating units, and moving them around the map.

Design Rank, city level, upkeep, upkeep scaling, move, turns to pop, number popped per turn.

City level and rank are the same, I don't need two seperate things for that. Upkeep is more complicated but I got it. Turns to pop was not listed explicitly on my page. I think someone suggested I take it out of the page due to it not really mattering at this point, given that I don't have actual cities to pop units in. Time taken is not relevant for making a battle simulator.

That said, it doesn't take much room, so I re-added it to the page, in the rank section. Pop rate is just make it a result of unit rank, and size modifiers. Plus, I have a seperate system to work out units like stabbers, but, generally, just knowing rank tells you what the turn pop time is. I think the system used for stabbers will not end up as a player option, as it is only used for pre-done, standardized, units.


Rank (city level): /Upkeep: /upkeep scaling: /Turns to pop: /Number popped per turn:
Twoll [1;2]     Rank: 1 [3]

Upkeep: 40$ (20*2-hvy*1-lrg*1-rnk [4;5]
Pop-rate: 1/1 turn [6]

  • 1. Race
  • 2. Class
  • 3. Rank
  • 4. Upkeep:
  • 5. How the upkeep scaled.
  • 6. Turns to pop: /
  • 7. Number popped per turn: (add pop rate section?)
  • all added

hmm, what even is upkeep scaling?

stats: battle

Combat. When units fight, this is the relevant information.

This has side listed, and all the details.

Most important bit is the modifiers for combat/defense. I think you got all of them. Probably will end up with more eventually.

Base combat (includes bonuses from leveling) [_] + Stack Bonus [_] + Chief Warlord Bonus [_] + Direct Leadership Bonus [_] + Weapon Bonus [_] + Magic / Misc [_] = Full Combat Score [_]

Hmm, should weapon be seperate? I've been doing this too much. I'm changing it to a flat 1/2 combat if disarmed (damage cap lowered to 1, if a light unit). Need to keep the armour +1 though. It's a really lame armour bonus, but there are too many units that don't wear it, so it seems the most simple to just say it gives a straight +1.

Maybe something like base (armoured)= 5
Twoll #1     Rank: 1

Level: 1      Experience: 0/8
Upkeep: 40     Type: infantry
Size: large     Weight: heavy
Terrain: land     Specialization: underground
Combat: 5 +CW+ldr+stk+othr-m/o (-1/2 if unarmed)
Damage: 5   Cap: n/a (+ldr[0])
Range: 2   Weaponry: club/melee/normal
Defense: 5 +CW+ldr+stk+othr (-1 if unarmoured)
Dodge: -2
Hits: 12/12     Move: 10
Special: fabrication

  • 1. Side( covered by stat box colour)
  • 2. Race/class
  • 3. Type
  • 4. level
  • 5. exp ?
  • 6. combat
  • 7. damage
  • 8. range/weapon
  • 9. defense
  • 10. hp
  • 11. move
  • 12. terrain?
  • 13. weight/size
  • 14. specials
  • 15. upkeep {needed if using as supply cap}
  • m/o multiple opponents

Stats: complete (full information)

This is the complete character sheet. If you were creating a player character, this would have all the information.

Okay, what do we need for fighting?

Race: {Rank: }|Type: | Weight: {Size: }| Terrain: Weapon= Name: | Group: | Length: cbt: {cap: }| def: {dge: }| hp: | mv: | rng: | $ Stat Swap: % for %| Slot Trade: | Pop Rate: Specials:


+            Combat{1.0}: 5 (Base[__]+Chief[__]+Stack[__]+Leadership[__]+Weapon[__]+Magic/Misc[__])
+    current damage{2.0}: 5 (Base[__]+Chief[__]+Stack[__]+Leadership[__]+Weapon[__]+Magic/Misc[__])            
-        Damage Cap{2.5}: n/a 
+           Defence{3.0}: 5 (Base[__]+Chief[__]+Stack[__]+Leadership[__]+Weapon[__]+Magic/Misc[__])
-             Dodge{4.0}: -2 (due to being large)
+        Hit Points{5.0}: 12
+          Movement{6.0}: 10 (terrain penalty= 0)
+             Range{7.0}: 2 (unarmed reach= 1 +weapon reach= +1)
+            Upkeep{8.0}: 40$ (base cost 20 * 2 heavy * 1 for being a production rank 1 unit)
+                Race[1]: Twoll
-     Production rank[2]: 1
-                Type[3]: infantry
-              Weight[4]: heavy (+2 damage ignore; +1 terrain ignore; cleave; may only attack once every 2 rounds)
+             Terrain[5]: land (underground= can go into subterranean areas, but -1 terrain ignore)
+                Size[6]: large
-              Weapon[7]: club/melee/normal length
-           Stat swap[8]: no 
-          slot trade[9]: no
-Pop rate (prod inc?)[0]: no (light units only); 1 unit per turn
+            Specials[1]: fabrication

Original stats in CAPS, new stats in lowercase.

NAME|CITY|SIDE|RACE|TRIBE|FACTION|CLASS|RANK(and titles)|LEVEL|EXPERIENCE|
att| COMBAT|dmg|rng|DEFENSE|HITS|JUICE|MOVE|EYEBOOK|BOOKSOUND|REGENT WARLORD|COORDINATES(*2)
terrain|size|SPECIAL|upkeep|fate points

newer stats= att (delete),damage, range, terrain, size, upkeep, fate points

newest stats=dmg cap (falls under damage heading?), dge; type, weight, weapon, stat swap, 
rank (rank is also used in diff context), production increase (combine with time to pop?)

New setup?

NAME|rank|pop rate|CITY|SIDE|RACE|TRIBE|FACTION|type|CLASS|LEVEL|EXPERIENCE|
|COMBAT|dmg|weapon|rng|DEFENSE|dodge|HITS|MOVE|stat swap|
terrain|weight|size|SPECIAL|upkeep|fate points

Note: armour in addition to weapons?

Bogroll the Twoll     Rank: 1

Name: Bogroll
Level: 1      Experience: 0/8
Side: Gobwin Knob
Tribe: n/a
Faction: n/a
Race: twoll      Class: n/a
Upkeep: 40$
Type: infantry
Weight: heavy
Size: large
Terrain: land
Combat: 5
Damage: 5
Damage Cap: n/a
Weaponry: club/melee/normal
Reach: 2
Range: n/a
Defense: 5
Dodge: -2
Hits: 12
Fate Points: n/a
Juice: n/a
Move: 10
Stat Swap: no
Slot Trade: 0
Pop-rate: 1/1 turn
Special: fabrication
Note: blah blah

New layout?

  • 1
  • Designation= race/class/weight of unit
  • rank|=power tier of the race/tribe/class
  • NAME= personal name and nobility titles
  • LEVEL|= personal level
  • EXPERIENCE|= exp to next level
  • 2
  • SIDE|=name of kingdom it belongs to
  • TRIBE|= name of tribe? (humans/demihumans only)
  • FACTION|= good/evil (sideless demihumans only)
  • RACE|=name of the species
  • CLASS|= racial specialization
  • 3
  • Type: inf or beast
  • Weight: light or heavy
  • Size: tiny to massive
  • Terrain: air, ground, or water
  • Weapon Name/ Group/Length
  • 4
  • |COMBAT|= attack stat
  • dmg|=damage per hit
  • dmg cap
  • weapon|=info on weapon
  • rng|= attack reach/range
  • 5
  • DEFENSE|= protection stat
  • armour?= NEW. shield and armour stuff?
  • dodge|= size modifier to defence
  • HITS|= hit points
  • JUICE|= magic points (not implemented yet)
  • MOVE|= movement per round
  • 6
  • stat swap|= trade stat points
  • Slot Trade|= trade advantages for slots
  • 7
  • pop rate|=turns to pop
  • SPECIAL|= unique abilities
  • fate points= allows unit to avoid death.
  • upkeep|= cost per turn (also upkeep scaling)

Stats: quick overview

Race: {Rank: }|Type: | Weight: {Size: }| Terrain: 
Weapon= Name: | Group: | Length: 
cbt: {cap: }| def: {dge: }| hp: | mv: | rng: | $   
Stat Swap: % for %| Slot Trade: | Pop Rate:
Specials:  
Race: Archon{Rank: 3}|Type: infantry| Weight: light{Size: medium}| Terrain: air 
Weapon= Name: natural shockomancy | Group: ranged| Length: short
cbt: 4{cap: 8}| def: 2{dge: 0}| hp: 5| mv: 24| rng: 8| 20*3(lvl)*3(casters)= $120
Stat Swap: 25% att for 25% def| Slot Trade: no | Pop Rate: 1/4 turns (1/1, if arkendish in city)
Specials [7]: movement increase, leadership (date-a-mancy) , dance fighting (rhyme-o-mancy), foolmancy, 
              dollmancy, thinkmancy, random intensifier 
Note: caster specials triple base cost. All abilities come from casting, not natural specials. 
Note: random increase for 1 special, or main attack. 25% upkeep increase each level. 

Older version:

race: dwagon {rank: 3}/type: beast/ weight: heavy {size: huge}/ terrain: air 
cbt: 8{dmg: 8/ cap: n/a}/ def: 8{dge: -4}/ hp: 30/ mv: 34*1.5=51 / rch: 2/$: 20*2(heavy)* 5(huge)*3 (rank)= 600$ 
specials: 7 slots - 4 huge - 2 random (randomly selects: fire breath/immunity; acid breath/immunity; lighting breath/immunity;
          sonic breath/immunity; incapacitation breath/immunity) -1 speed increase
Note: sometimes immunity is replaced by armoured special.
race: bat {rank: 1}/type: beast/ weight: light {size: tiny}/ terrain: air
cbt: 0{dmg:0/ cap:0 }/ def:0 {dge:+3 }/ hp:1 / mv: 16*1.5=24 / rch: 0{weapon:n/a }/$: 1.75$ (or 12 per 20$?)  
specials: 3 slots -1 speed increase -1 share senses -1  night vision 
race: orly{rank: 1}/type: beast/ weight: light {size: small}/ terrain: air 
cbt: 2{dmg: 1/ cap: 3}/ def: 2{dge:+1}/ hp: 2/ mv: 18*1.5= 27/ rch: 1{weapon:n/a }/$: 5*0.9= 4.5$
specials: 3 -1(speed)-1(-10% lowered upkeep) -1 Mean tweets (causes temporary -1 cbt/def at target)
race: sawhorse{rank: 1}/type: beast/ weight: heavy {size: large}/ terrain: land
cbt: 5{dmg:5/ cap: n/a}/ def:5 {dge:-2 }/ hp:12 / mv: 12*1.5=18 / rch: 1{weapon: n/a}/$: 40$  
specials: 3 -2(heavy) -1 speed *1.5 
 race: Thunderbird{rank:2 }/type: beast / weight: light {size:medium }/ terrain: air 
cbt: 4{dmg:2/ cap:8 }/ def: 4{dge:0}/ hp: 5/ mv: 20*1.5=30 / rch: 1{weapon: n/a }/$: 20*2= 40$ 
specials:  5 -1 lighting breath -1 lighting immune -1 speed increase -1 enhanced senses (can smell units) 
             -1 heavy promotion (can add heavy template for 2k)
race: heavy knight {rank: 2}/type: infantry/ weight: heavy {size: large }/ terrain: land 
cbt: 5{dmg:5/ cap: n/a}/ def: 5{dge:-2 }/ hp: 12/ mv: 10 / rch: 2{weapon: axe (normal)}/$: 20*2*2= 80$ 
specials: 5 -2 heavy -1 scout -1 armour ignore -1 agile giant (can attack every turn)

Unit Template Creation

This is the unit template. Please fill in the details, once you have finished with character creation.


Upkeep:     Type:
Size:     Weight:
Terrain:     Specialization:
Combat:     Damage Cap:
Range:     Weaponry:
Defense:     Dodge:
Hits:     Move:

?     Rank: ?

Upkeep:     Type:
Size:     Weight: ?
Terrain:     Specialization: ?
Combat:     Damage Cap: ?
Range:     Weaponry: ?
Defense:     Dodge: ?
Hits: ?     Move: ?
Stat Swap: ?
Slot Trade: ?
Pop-rate: ?
Special: ?

Example)

Twoll     Rank: 1

Upkeep: 40$     Type: infantry
Size: large     Weight: heavy
Terrain: land     Specialization: underground
Combat: 5     Damage Cap: n/a
Range: 2     Weaponry: club/melee/normal
Defense: 5     Dodge: -2
Hits: 12/12     Move: 10
Pop-rate: 1/1 turn
Special: large; fabrication

Twoll is exactly as Bogroll's are in canon, with possible exception in move, which wasn't listed. The reason why Bogroll had only a 4 instead of a 5 defense is because he never made himself armour, which twolls can wear. Specials are spent with a two point cost for being a heavy, and one point for fabrication.

Other Templates

Keshik (human)     Rank: 1

Upkeep: 20$     Type: infantry
Size: medium     Weight: light
Terrain: land     Specialization: n/a
Combat: 6     Damage Cap: 8
Range: 2-40     Weaponry: bow/ranged/normal
Defense: 2     Dodge: 0
Hits: 6/6     Move: 8
Stat Swap: 50% att for 50% def
Pop-rate: 1/1 turn
Special: scout; rider; manyshot


The standard archer knight unit. All knights have the rider, and scout, specials. Archers typically gain the manyshot skill as well, although the longbow variant gains a 1.5 times tange instead. Combat and defence is moved to favour combat, but the total of the two remains 8, so there is no additional cost for doing so.


Gump     Rank: 3

Upkeep: 600$     Type: beast
Size: huge     Weight: heavy
Terrain: land     Specialization: n/a
Combat: 12     Damage Cap: n/a
Range: 2     Weaponry: fists/melee/short
Defense: 8     Dodge: -4
Hits: 36/36     Move: 8
Slot Trade: Humanoid (remove mount, -1cbt/def, infantry speed)
Pop-rate: 1/3 turns
Special: [9] -4(hge) -1(forest capable) -1(turn reduction) -1 (dmg reduction) -1 (combat increase)

You get 7 gumps for twelve stacks of eight Pikers and eleven stacks of six Stabbers (23 stacks total). Normally takes 4 turns to pop a rank 3 unit but spent slot on a -1 turn reduction. +1 dmg reduction for being a tree, they are forest capable, about as big as dwagons, and they don't seem to have special abilities, so I increased combat.

Sawhorse     Rank: 1

Upkeep: 40$     Type: beast
Size: large     Weight: heavy
Terrain: land     Specialization: n/a
Combat: 5     Damage Cap: n/a
Range: 1     Weaponry: bite;kick/melee/short
Defense: 5     Dodge: -2
Hits: 12/12     Move: 18
Pop-rate: 1/1 turns
Special: large; speed

Bog standard mount unit. Special goes to speed, 18 move per turn is considered very fast in canon.

Warlord     Rank: 2

Upkeep: 40$     Type: infantry
Size: medium     Weight: light
Terrain: land     Specialization: n/a
Combat: 3     Damage Cap: 8
Range: 1     Weaponry: sword/melee/normal
Defense: 3     Dodge: 0
Hits: 6/6     Move: 8
Pop-rate: 1/2 turns
Special: purse; commander(costs 2 slots; not a noble/royal: -1 to att/def; -10% exp gain); leadership (+25% upkeep every level-up); rider


Warlords are the mainstay unit. This warlord was promoted from a common infantry unit. As a result, it has a slightly lower att/def, and it takes longer to level.


Archon     Rank: 3

Upkeep: $120     Type: infantry
Size: medium     Weight: light
Terrain: air     Specialization: n/a
Combat: 4     Damage Cap: 8
Range: 1-8   Weaponry: shock/ranged/short (8 ammo)
Defense: 2     Dodge: 0
Hits: 5     Move: 24
Stat Swap: 33% att for 33% def
Pop-rate: 1/4 turns (1/1, if arkendish in city)
Special: [7] -1 movement increase, -1 leadership, -1 dance fighting, -1 foolmancy, -1 dollmancy, -1 thinkmancy, -1 random intensifier (+25% upkeep per level)

Archons are a unit I can't fully replicate, due to their many unique qualities, but this is my attempt.

NOTE: Archons get all their specials from CASTING. So they cast for their leadership, its not natural leadership, which is why it doesn't increase naturally with level.

All archons have base competency in six specials that can be increased by the intensifier special (shock is also considered a special for the purposes of this).

  • 0 lv leadership= create stacks
  • 0 lv foolmancy= dispel veils; create tiny images (can be used to give "dazed" status); read stats
  • 0 lv dance fighting= when appropriately dressed, can dance when lead
  • 0 lv shockamancy= weak shock bolts (damage= 1/2 combat)
  • 0 lv thinkamacy= one minute thinkagram
  • 0 lv dollmancy= equivalent to fabrication special, except it requires magic to maintain

In addition, one of these skills will be randomly given one point to increase the power of the special.

  • 1 lv leadership= +1 leadership combat bonus
  • 1 lv foolmancy= veil self; see through veils
  • 1 lv dance fighting= dance when lead; appropriate clothing gives bonus
  • 1 lv shockamancy= shock bolts (damage= combat); shock treatment (can stun X number)
  • 1 lv thinkamancy= 5 minute thinkagram; can spot suggestion spells
  • 1 lv dollmancy= create etsies; knows if item is magical

At level 2, archons gain an additional point to randomly put in one of her specials. The special picked can be the same one as last time. If that is the case, the special increases as follows.

  • 2 lv leadership= total +2 leadership combat bonus
  • 2 lv foolmancy= larger veil, can cover 7 hex space
  • 2 lv dance fighting= lead self in dance fighting
  • 2 lv shockamancy= strong shock bolts (damage= *1.5 combat)
  • 2 lv thinkamancy= 20 minute thinkagram (MAX)
  • 2 lv dollmancy= can create clothing accessories (eg. rain-ment) (MAX)

And so on.

  • 3 lv leadership= total +3 leadership combat bonus (MAX)
  • 3 lv foolmancy= multiple veils in a hex(MAX)
  • 3 lv dance fighting= lead dance fight
  • 3 lv shockamancy= very strong shock bolts (damage= *2 combat) (MAX)
  • 3 lv thinkamancy= N/A (already maxed)
  • 2 lv dollmancy= N/A (already maxed)


3 leader + 3 fool + 2 dance + 3 shock + 2 think + 2 doll = level 15 to get everything.

City Smucker Production //MOVED//

I currently don't have a good spot for this information, so I'll keep it here until I do.

Smucker caps are the amount of smuckers your side produces per turn. Every city level you possess creates 1000 smuckers per turn, minus 10 smuckers for every additional city level you produce after the first. While the first city level produces 1000 smuckers, the second only produces 990, while the third produces 980, and so on, until smucker production reaches 0. At which point, no further smuckers may be produced through the gaining of city levels.

Example A: A kingdom has 3 cities. A level 4 capital, and two level 3s. This makes a total of 10 city levels. Total smucker production, per turn, is 10,000 smuckers, minus 450 smuckers. This makes a total of 9,550 smuckers a turn.

Example B: A kingdom has 100 cities, all level 1. This makes a total of 100 city levels. Total smucker production, per turn, is 100,000 smuckers per turn, minus 50,000 smuckers. This makes a total of 50k smuckers per turn, which is the maximum number of smuckers a kingdom can produce through city levels.

Another way of looking at the smucker cap is to see is as the point when upkeep is equal to the smucker production. This amount is the limit of how big the army can be sustained. While it is possible to make more units than can be produced, this is only valid while the treasury still has excess smuckers. The moment the treasury runs out, then units will automagically disband, until the smucker cap is reached

While smuckers do buy and upgrade many different things, the primary purpose of them is for unit upkeep. Before you can have any unit upkeep, you must first build a unit. The beginning default upkeep for a unique unit is 20 smuckers a turn, but that can change wildly, depending on your decisions.

Advanced rules

Section 2

  • If an infantry unit is unarmed and his combat is 0 then roll 1d20 on a successful hit. If 10 or less is rolled, target loses 1 hp. If infantry is also a light unit, then damaging a heavy is impossible.
  • Sometimes, a unit comes along, generally an infantry unit, that doesn't have any skill with a weapon at all, such as Courtiers. These are commander units with no skill in battle, which reduces upkeep. They are generally used to manage cities cheaply.
  • Archons are a different example of this. While archons can't use a weapon, however, they do have shockomancy. Therefore, a GM could rule that the unit does not get a weapon to fight with, but, instead, is granted a magical combat ability. How it works will need to be discussed. On that note.
  • Another exception to the division of beasts and infantry are golems. Golems generally count as beasts, even when they have the shape of infantry. On the other hand, some golems can also use weapons, are always ready to attack enemies, and gain specials that beasts generally don't have. Cities cannot produce golems though, so it's not currently an issue.
  • Magic. Magic isn't really incorporated into the unit creation at this time, as it is a complicated subject. Please try to avoid doing so until this has been worked out better.
  • Offhand, having an animal body, like a centaur could mean a special? Gets +2 move and can be a mount. Maybe being a beast with an infantry body gives a slot, as you lose mount and -2 move?

Section 4

Rider: Exclusive special for light, land terrain, infantry units. Allows unit to self stack with a mount unit, as if he had the leadership special. Furthermore, when rider is riding a mount (only when riding), they count as two units in terms of adding to a stack bonus, but only as one in terms of subtracting from the bonus. Therefore, while most stacks max out at exactly 8 units, a rider/mount group can be maxed out from as low as 8 units, to as high as 16. When stacked, treat rider as if he has the commander special towards his mount only (rider may self stack/command 1 mount, max).

There are two land specializations that you should take note of.

  • Underground (heavy only): Heavy land units are normally forbidden from going underground. However, if they have the underground terrain type, they may do so. Doing this causes the heavy to lose his ability to ignore up to 1 point of negative terrain modifiers in other areas though.
  • Seafarer (light infantry only): Unlike being a sea terrain type, where the unit is capable of moving freely in the water. This simply allows the unit to give any ship he is crewed to its maximum movement. As ship combat has not been created yet, this special is currently irrelevant, but... someday... A non-seafarer, that is crewed to a ship, will cause the ship's maximum move to drop. Ships are the seafarer's mount and, while they suffer no movement reduction on land, they take the following disadvantages.
    • The "rider" special is forbidden.
    • The -1 to def is is done by forbidding the use of armour, not by a direct stat reduction. The reason for this is due to armour being heavy, and if an infantry wears it, they will drown should they go overboard. They can use normal weapons though.

Section 6

I would like to also eventually include different damage types, like crushing, impact, and slash damage. I've noticed that siege units use impact damage. Battering ram, wiener rammers, rock throwing battle bears. There could be a free special involved if a heavy does impact, but maybe impact is less likely to crit.

Upkeep can get very detailed, if you let it. For instance, cities can pop replacements for lost weapons and armour, at the start of the next turn. Doing this increases the unit's upkeep for that turn. For now, repopping his main weapon increased upkeep by half, and the same for repopping his armour. Repopping both doubles the upkeep for that turn. Missile weapons, such as arrows, are replaced free of charge, however (I just don't want to get into the work involved with that).

Another note, all infantry can also use shields. If their weapon proficiency is for a one handed weapon, shields can be used in conjunction with the weapon. Shields not popped naturally. Instead, they can be created by cities for 50 smuckers, or something like that. Full plate armour is also a thing, mainly for light units. Gives a +2 def, and immunity from all minor hits.

To get free weapons and armour, and other items, consider creating a unit with the fabrication special.

Section 7

While a fun feature, it's important to make sure this doesn't make any units overly powerful. One example.

  • Having a heavy increase combat in order to 1 shot knights sounds a little unfair. Therefore, lowering def will remove 1 point of armour ignore for heavies.

Section 8

  • When you are looking at unique units in relation to sides, one must keep in mind that there isn't much variety. Current rule is that there is a total of 6 production points can be used to create the special units for a side (eg. Gobwin Knob pops a rank 1 twoll, a rank 2 spidew, and a rank 3 dwagon. This makes six ranks altogether). Be sure to choose wisely. However, also remember that this isn't a straightjacket. If you suddenly decide that you need more points, or want something that lower ranked units cannot gain, then feel free to come back up to increase the production rank of the unit.
  • When a unit is being produced in a city, it takes a certain number of turns before they are popped. A rank 1 unit takes one turn to pop, a rank 2 unit takes 2 turns to pop, a rank 3 unit takes 4 days to pop, and a rank 4 unit takes 6 days to pop.