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=Crunch= Current rules are allowed to change. All Dice are d10s. If rules aren't explicitly stated, it probably works with WHFB rules. ==Stats== Every creature has a rating in each of the following attributes. *Move (M) - one point is one inch *Wounds (W) - health. Usually only a few. *Initiative (I) - dictates who goes first in a melee. *Morale (L) - used to resist morale effects, mostly. *Size (S) - Determines the size of the model's base and is used for damage. ==Sequence== The game proceeds in turns. Each turn is composed of multiple phases, which proceed in order. In each phase, every unit may take one action of the appropriate type. *Move Phase: Units move a distance equal to their "move" score, in inches. Measure from the front of each model's base. *Magic Phase: used for some unique effects. Most units won't be able to do anything in this phase. *Shooting Phase: Archery attacks are made. Units cannot make archery attacks if they are in base to base combat. *Melee Phase: Resolve Melee combat. ==Units== Most units have many models in them. Their can be a unit of many warriors fighting as one, or soldiers in a regimented formation. Most smaller units act as groups. In some cases, there will only be one model in a unit. This can be by design, as will be the case for all Primaries and many Secondaries, or it can result from all but one member of a unit dying. ===Skirmishers=== These units are comprised of multiple associated models of the same type. They use no special combat rules, but must remain close together at all times. They must all be within 1" of another model in the unit at the end of each movement. When a model is destroyed, remove models in a manner such that all remaining models are still within 1" of another model in the unit. ===Individual Units=== A model not grouped with another model or models is an 'individual unit'. ===Formations=== Formations are units with identical models in a straight-sided arrangement. Each base remains parallel and touching other the other models. A row is a rank and a column is a file. A rank must have at minimum 5 files to count as full. For every full rank after the first, the formation gets +1 to their Combat Resolution number, up to a +3 bonus. When models are destroyed, remove them from the back rank. For example, a formation 5 ranks deep and 5 files wide would get a bonus of +3 to Combat Resolution. The 5th rank does not contribute any bonus. If five models were destroyed, it would lose the back rank, but would still have its full bonus. If it loses another three models, the unit will no longer have three full ranks behind the first, and thus will only get +2 to Combat Resolution. A formation that is attacked from the flanks or rear does not include this bonus when determining their final Combat Resolution score. Formations are available to tertiary units and fodder. ====Advancing==== Formations move in the direction they are facing. The line of movement should be perpendicular to the formation's leading edge. ====Wheeling==== Units pivot on one of their forward corners. When a unit wheels, the entire unit is counted as having moved as far as the outside model. Once a wheel is complete, the unit may use any movement it has remaining. ====Turning==== Units turn ninety degrees to either side, or turn to face the opposite direction. One inch of movement is used for every turn. A unit may turn multiple times in a single movement phase. ====Reform==== Units change formation. A unit can reform during its movement phase as long as it is not in close combat. The unit may be arranged into a new formation of as many ranks as the player desires, so long as none of the models in the unit move more than twice their movement rate. A unit that reforms cannot move that turns movement phase. ==Fighting== The following is the rules for combat. Ranged attacks go through this process once for an attack. In a melee (when models in a unit are within base to base contact of models in an opposing unit), use the Initiative rules. =====Area Attacks===== Area attacks are attacks are attacks which target a location, rather than a unit. Any units within the Splash Range are subject to this attack. Ranged Units may choose to use a volley, and make an Area Attack at a -1 penalty and a splash range of 3 instead of targeting a unit. Some units may have an Area Attack as a special ability. The number of attacks made is equal to the number of models making the attack. The attacker may choose how to divide damage after seeing how many attacks hit. =====Dividing Attacks===== When any single unit is attacking two or more units with the same attack, they divide attacks. This occurs when a melee unit is in base-to-base contact with two or more enemy units, or when multiple units are within the Splash Range of an Area Attack. When dividing attacks, decide how many attacks are allocated to each targeted unit. The sum of the attacks allocated cannot exceed the total number of attacks available to the attacking unit. You will perform these attacks separately following the steps as normal for each attack. =====Initiative:===== In melee, the unit with the highest initiative goes first, followed by the unit with the next-highest initiative, until there are no units who have not gone. If in any case, Initiative is tied, the unit with the smaller size goes before units with equal initiative but greater size. If Initiative and Size are both tied, roll off. ===To-Hit=== Successfully hitting a creature requires rolling greater than a certain number, that number determined by the difference in attacker and defender tier. -3 tiers down: All attacks hit.<br> -2 tiers down: success on a 2+<br> -1 tier down: success on a 3+<br> -Same tier: success on a 5+<br> -1 tier up: success on a 7+<br> -2 tiers up: success on a 9+<br> -3 tiers up: No attacks hit.<br> Add modifiers from gear or special abilities to this. One d10 is rolled for every attack. The number of attacks is determined by number of models in a unit; each one gives one attack plus any bonuses from weapons. ===Wounding=== Wounding is a process which comes in three steps, and is the way to kill models. 1. Do damage equal to Attacker Size - Defender Size. If this is less than one, do one damage instead. Note that many weapons add damage. This damage is added after a damage less than one is replaced with one. 2. Multiply damage by the number of successful attacks. 3. Deal wounds. If the defender is of the same or lower tier, one damage is equal to one wound. If the defender is of higher tier, it takes one wound for every 5 damage if the tier difference is 1, 25 damage if tier difference is 2, and 125 damage if tier difference is 3. Discard fractions. If, at the end of this process, a unit has taken wounds equal to or greater than the model's wound rating, remove a model for each multiple of the wound value taken. Excess wounds are given to a surviving model. After this, if all participants in the melee have not attacked, the next combatant makes his attack. ===Combat Resolution=== At the end of the combat phase compare how many wounds were dealt by each unit. For each wound you add +1 to the Combat Resolution score of the unit. Which ever unit has the higher score wins the battle and the other unit must take a morale test to see if they break or continue fighting. A morale test requires rolling 1d10 and comparing the result to the units Morale value (In units that contain multiple morale values, use the highest value). If the result is lower , the unit passes the test and continues fighting. If the result is higher, the unit fails the test and Breaks. If a unit fails a break test they must, in the next movement phase, the unit moves its full move value away from the unit that caused them to break. At the end of the next movement phase they may reform as normal. ===Rout=== If a unit takes wounds equal to half of the units wound total (The sum of all models wounds) in a single attack, or if it faces a unit more than two tiers above it, the unit checks for Rout. The unit rolls a d10 against its morale score plus any modifiers. If the roll is lower, then proceed normally, however if the roll is higher, remove the unit from play.
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