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=== The Pieces === [[Image:Chessmechs.jpg|center|640px]] Unlike similar games, you don't get to assemble your battleforce. It is probably because the field is rather small (40' by 40'), and both players have 16 pieces. So the starting force is the same for both players (an approximately 38-point army). '''King:''' {BOSS} <big>β β</big> One of the weakest individual pieces, he is on the battlefield to give the army a morale bonus to fight indefinitely. If one interprets each turn as perpetual fighting and movement, they drug their troops. But in the context of classical warfare, the turn might represent an entire year, where warfare meant a lot of standing around waiting and little bursts of conflict. He can attack all the squares around him like any basic D&D characters. He isn't worth any points but you must field one to play, and he is subject to the Brutality rule as outlined above. '''Rook:''' {TRUKK} <big>β β</big> You have two of these powerful pieces. They are basically castles with cannons on them so they can attack everything in the row and column they are on(but watch out, Cover rules apply for them too). Just like everyone else, they can only attack once per turn. Funnily enough, they too have to move to the square they attacked. Capable of "Castling," a complex maneuver outlined below. They are said to be worth 5 points. '''Bishop:''' {MEKBOYZ} <big>β β</big> People will tell you that they have similar powers to the Rook. Don't believe them! Basically, they can do everything the Rook can, but only diagonally, which means that half of the battlefield is simply as unreachable as another continent. This is why you get two of them, one for the white squares, and another for the black. Due to this limitation, they are considered worth less than the Rooks at 3 points. And no, you aren't allowed to ask why <s> [[Sisters of Battle|the king brought fucking preachers to a battlefield]]</s> the clergy is taking sides in a mortal conflict since they are just supposed to fund those. While both the Knight and Bishop are nominally rated 3 points each, the Bishops are considered slightly stronger due to having greater range, though this is dependant on board state - when the position is closed and Bishops movements are restricted, Knights are generally superior. '''Queen:''' {Battlewagon} <big>β β</big> This is easy. She gets to do everything the Rook AND the Bishop can. She is the strongest piece in your army, she '''''really''''' doesn't get [[-4 STR]]. Tournament rules only permit fielding one Queen per army, but an army can airdrop the equipment to turn a Pawn into another Queen as reinforcements in the late game if they can get far enough into enemy territory. The Queen became a powerful piece when the game came to Europe, back in India she and the king were almost equally incompetent with the Queen being slightly better. Today, the Queen is globally accepted as the most powerful single piece on the board, but because pieces insta-die if attacked this also means you have to be very cautious when playing her. Point value is 9, and worth every one. '''Knight:''' {DEFFCOPTAS} <big>β β</big> This is the most controversial piece of the Chess army. People will tell you that it's difficult to keep in mind how they can attack. Lies! It's very easy: a Knight is basically a character with a reach weapon. He can't attack squares next to him and he can attack all the squares 10 feet of him, except the ones which the Queen would be able to (most likely balance reasons, and everything about chess is a giant commentary on feudal hierarchy, i.e., the Queen<the Knight). This leaves 8 targetable squares, arranged in L-shapes around him. He is also the only piece able to attack pieces behind cover. Still, for their limited range and mobility, the are considered as valuable as a bishop unit at 3 points. '''Pawn:''' {BOYZ}<big>β β</big> The backbone of your army. You've got 8 of them, and they can move only forward one step in a turn. If they haven't moved or attacked yet, they can move two squares to give them a head start. However, unlike most pieces, they can't attack forward, only diagonally, forward-left or forward-right, and they can't attack empty squares. They seem quite weak and indeed, they are the unit against which others are measured, being worth only a single point, but this changes when they reach the opponent's end of the battlefield. When they are there, they don't become unusable, they get special powers instead: They will become a queen, a rook, a bishop or a knight (your choice). No you cannot make your pawn into another king, as much sense as it would make to have a backup (or not, given that doubling your opponent's chances for a checkmate or Brutality rule shenanigans is effin' stupid). This doesn't even take a turn, at the moment they reach the end of the battlefield, you can switch the pieces. In professional play, the arbiter can provide you with the extra piece, in casual play, you can just use counters. If your opponent claims that you can only use previously captured pieces, either he lies or I do right now, and it's not a bad idea to just agree on this sort of thing in advance. Pawns also have a special skill called "En passant" (holy hell), which you can use when one of your Pawns stands on any square of the fourth line from your enemy's view and one of his Pawns tries crossing a square that your Pawn could attack (i.e. the enemy Pawn doing the aforementioned 2-square move). When using the skill, your Pawn moves to that attackable square while killing the enemy Pawn who was trying to sneak across.
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