Uber Dungeon
First Post
My setting that I'm running my players through, there's this epic war going on and it's beginning to seem that i might have to figure out a way to accurately and smoothly run a large scale war/battle. Also it's going to be done with miniatures on a large grid map.
heres what I came up with
1. Each miniature on the grid will represent a unite of 20 NPC's or 19 + 1 PC
2. Hp and damage will be increased by x20 (this also effects healing surges)
3. A 5% loss in hp reduces damage increase by x1, to account for unit loss.
4. Each square is scaled to represent 4x5 square (20 squares)
5. Players only move 1 square per turn.
~Formation~
-Each player can chose 2 formation's to march in.
-The effects of that formation only effect the first round of combat until your next turn starts.
-Each player also gets "standard march formation" witch is just whats stated above.
1. "V" formation- Rush in v shape to surround target: +2 ATK, -2 AC
2. 5 point formation- octagon formation to maximize defence: +4 AC, Changes damage increase to x15 (-5) in place of x20.
3. Casting circle- Chanting spells in sequences: +100% spell range & + 2 INT, WIS and CHA. -3 AC, reduce damage increase to x10 from x20.
4. Spear Head- Spearheading into heart of enemy unit: +25% to damage, You deal half damage + 25% even if you missed. -4 AC
~Unite Modding~
-The player may chose one of the unit types to get different advantages.
Archer unit
- Full Archers: You can attack from 3 squares away, melee combat only grants x10 damage.
- Partial Archers: You can attack from 3 squares away at x5 damage, melee combat grants x15 damage.
~War Powers~
Players get 1 war power.
Charge
at-will
effect; Move twice, +2 to attack in moving into combat -2 AC
Anyways I was wondering if anyone had any suggestions for "Unite modding" or more "War Powers"
heres what I came up with
1. Each miniature on the grid will represent a unite of 20 NPC's or 19 + 1 PC
2. Hp and damage will be increased by x20 (this also effects healing surges)
3. A 5% loss in hp reduces damage increase by x1, to account for unit loss.
4. Each square is scaled to represent 4x5 square (20 squares)
5. Players only move 1 square per turn.
~Formation~
-Each player can chose 2 formation's to march in.
-The effects of that formation only effect the first round of combat until your next turn starts.
-Each player also gets "standard march formation" witch is just whats stated above.
1. "V" formation- Rush in v shape to surround target: +2 ATK, -2 AC
2. 5 point formation- octagon formation to maximize defence: +4 AC, Changes damage increase to x15 (-5) in place of x20.
3. Casting circle- Chanting spells in sequences: +100% spell range & + 2 INT, WIS and CHA. -3 AC, reduce damage increase to x10 from x20.
4. Spear Head- Spearheading into heart of enemy unit: +25% to damage, You deal half damage + 25% even if you missed. -4 AC
~Unite Modding~
-The player may chose one of the unit types to get different advantages.
Archer unit
- Full Archers: You can attack from 3 squares away, melee combat only grants x10 damage.
- Partial Archers: You can attack from 3 squares away at x5 damage, melee combat grants x15 damage.
~War Powers~
Players get 1 war power.
Charge
at-will
effect; Move twice, +2 to attack in moving into combat -2 AC
Anyways I was wondering if anyone had any suggestions for "Unite modding" or more "War Powers"
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