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Developing a Zoom-In, Zoom-Out Mass Combat System
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<blockquote data-quote="Manbearcat" data-source="post: 6070627" data-attributes="member: 6696971"><p>Another quick update. Here are the units I've been using to test. No Siege Teams right now. I'll post an update with the Terrain (buffs to specific unit types) and Encounter Cards (general events, utilities and PC specific cards) at some point this week.</p><p><strong></strong></p><p><strong>GOOD GUYS (YAAAAAAAAAAY!)</strong></p><p><span style="color: #ffa500"></span></p><p><span style="color: #ffa500"><em><strong>Halfling Outriders (Cavalry) </strong></em></span></p><p><span style="color: #ffa500">Def: 14 HP: 12 HS: 6 Init: 14 Move: 1 Zone</span></p><p><span style="color: #ffa500"></span></p><p><span style="color: #ffa500">Trample - At Will</span></p><p><span style="color: #ffa500">Effect: The Halfling Outriders can move anywhere in its zone.</span></p><p><span style="color: #ffa500">Attack: + 5</span></p><p><span style="color: #ffa500">Hit: 2 damage and the enemy unit is immobilized (save ends).</span></p><p><span style="color: #ffa500"></span></p><p><span style="color: #ffa500">Rally the Cause - At Will</span></p><p><span style="color: #ffa500">Attack: + 5</span></p><p><span style="color: #ffa500">Hit: 1 damage and the Outriders unit can move to a zone boundary (or adjacent zone if already on the zone boundary). </span></p><p><span style="color: #ffa500">Effect: One allied unit in a zone adjacent to the Outriders gains 1 HP.</span></p><p><span style="color: #ffa500"></span></p><p><span style="color: #ffa500"><em><strong></strong></em></span></p><p><span style="color: #ffa500"><em><strong>Elven Archers (Artillery)</strong></em></span></p><p><span style="color: #ffa500">Def: 13 HP: 8 HS: 4 Init: 15 Move: Zone Boundary/Adjacent Zone</span></p><p><span style="color: #ffa500"></span></p><p><span style="color: #ffa500">Volley - At Will</span></p><p><span style="color: #ffa500">Special: </span></p><p><span style="color: #ffa500">Elven Archers can attack </span><span style="color: #ffa500"> at any enemy unit in its zone and </span><span style="color: #ffa500">enemy units in any adjacent zone.</span></p><p><span style="color: #ffa500"></span><span style="color: #ffa500"> Attack: + 7</span></p><p><span style="color: #ffa500">Hit: 3 damage</span></p><p><span style="color: #ffa500"></span></p><p><span style="color: #ffa500">Covering Fire - At Will</span></p><p><span style="color: #ffa500">Special: Elven Archers can attack </span><span style="color: #ffa500"> at any enemy unit in its zone and </span><span style="color: #ffa500">enemy units in any adjacent zone.</span></p><p><span style="color: #ffa500">Attack: + 7</span></p><p><span style="color: #ffa500">Hit: 2 damage and an ally unit can move to a zone boundary/adjacent zone.</span></p><p><span style="color: #ffa500"></span></p><p><span style="color: #ffa500"></span></p><p><span style="color: #ffa500"><em><strong>Dwarven Phalanx (Infantry)</strong></em></span></p><p><span style="color: #ffa500">Def: 16 HP: 16 HS: 8 Init: 10 Move: Zone Boundary/Adjacent Zone</span></p><p><span style="color: #ffa500"></span></p><p><span style="color: #ffa500">Shield Wall - At Will</span></p><p><span style="color: #ffa500">Attack: + 5</span></p><p><span style="color: #ffa500">Hit: 1 damage and the Dwarven Phalanx gains resist 1 to all damage and immunity to forced movement.</span></p><p><span style="color: #ffa500"></span></p><p><span style="color: #ffa500">Repel the Charge - At Will</span></p><p><span style="color: #ffa500">Attack: + 6</span></p><p><span style="color: #ffa500">Hit: 1 damage and the enemy unit is forced to a zone boundary/adjacent zone.</span></p><p><span style="color: #ffa500"></span></p><p><span style="color: #ffa500"></span></p><p><span style="color: #ffa500"><em><strong>Human Rangers (Scouts)</strong></em></span></p><p><span style="color: #ffa500">Def: 14 HP: 8 HS: 4 Init: 15 Move: 1 Zone</span></p><p><span style="color: #ffa500"></span></p><p><span style="color: #ffa500">Ambush and Scatter - At Will</span></p><p><span style="color: #ffa500">Special: Human Rangers can attack </span><span style="color: #ffa500">any enemy unit in its zone.</span><span style="color: #ffa500"> </span></p><p><span style="color: #ffa500">Attack: + 7</span></p><p><span style="color: #ffa500">Hit: 2 damage and the Human Rangers unit is removed from play. On the beginning of its next turn it appears on any zone boundary in the zone of origin.</span></p><p><span style="color: #ffa500"></span></p><p><span style="color: #ffa500">Reconnaissance - At Will</span></p><p><span style="color: #ffa500">Special: The Human Rangers unit can move to one adjacent zone. </span></p><p><span style="color: #ffa500">Effect: Any ally unit in the zone gains combat advantage and a + 2 to damage on its next attack.</span></p><p></p><p></p><p><strong>BAD GUYS (BOOOOOOOO!)</strong></p><p></p><p><span style="color: #ffa500"><em><strong>Goblin Worg-Riders (Cavalry)</strong></em></span></p><p><span style="color: #ffa500">Def: 13 HP: 12 HS: 6 Init: 16 Move: 1 Zone</span></p><p><span style="color: #ffa500"></span></p><p><span style="color: #ffa500">Pack of Fangs - At-Will</span></p><p><span style="color: #ffa500">Attack: + 6</span></p><p><span style="color: #ffa500">Hit: 2 damage and attacks against the enemy unit have combat advantage (save ends).</span></p><p><span style="color: #ffa500"></span></p><p><span style="color: #ffa500">Rabid Charge - At-Will</span></p><p><span style="color: #ffa500"></span><span style="color: #ffa500">Effect: The Goblin Worg-Riders can move anywhere in its zone.</span><span style="color: #ffa500"></span></p><p><span style="color: #ffa500">Attack: + 6</span></p><p><span style="color: #ffa500">Hit: 1 damage and the enemy unit is forced to a zone boundary/adjacent zone.</span></p><p><span style="color: #ffa500">Effect: The Goblin Worg-Riders can move to any zone boundary (or adjacent zone if on a zone boundary).</span></p><p><span style="color: #ffa500"></span></p><p><span style="color: #ffa500"></span></p><p><span style="color: #ffa500"><em><strong>A Score of Hill Giants (Infantry)</strong></em></span></p><p><span style="color: #ffa500">Def: 13 HP: 20 HS: 10 Init: 8 Move: Zone Boundary/Adjacent Zone</span></p><p><span style="color: #ffa500"></span></p><p><span style="color: #ffa500">Crush Puny Men - At Will</span></p><p><span style="color: #ffa500">Attack: + 6</span></p><p><span style="color: #ffa500">Hit: 2 damage and the enemy unit is forced to a zone boundary/adjacent zone.</span></p><p><span style="color: #ffa500"></span></p><p><span style="color: #ffa500">Hurl Rocks - At Will</span></p><p><span style="color: #ffa500">Special: A Score of Hill Giants can Hurl Rocks at any enemy unit in its zone.</span></p><p><span style="color: #ffa500">Attack: + 5</span></p><p><span style="color: #ffa500">Hit: 2 damage.</span></p><p><span style="color: #ffa500"></span></p><p><span style="color: #ffa500"></span></p><p><span style="color: #ffa500"><em><strong>Orc Berserkers (Horde)</strong></em></span></p><p><span style="color: #ffa500">Def: 12 HP: 16 HS: 8 Init: 12 Move: Zone Boundary/Adjacent Zone</span></p><p><span style="color: #ffa500"></span></p><p><span style="color: #ffa500">Reckless Abandon - At Will</span></p><p><span style="color: #ffa500">Attack: + 5</span></p><p><span style="color: #ffa500">Hit: 3 damage and the Orc Berserkers unit takes 1 damage.</span></p><p><span style="color: #ffa500"></span></p><p><span style="color: #ffa500">Furious Assault - At Will</span></p><p><span style="color: #ffa500">Attack: + 5</span></p><p><span style="color: #ffa500">Hit: 1 damage and the Orc Berserkers unit forces the enemy unit to any zone boundary (or adjacent zone if already on the zone boundary) and can then move to that same zone boundary (or adjacent zone if already on the zone boundary).</span></p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6070627, member: 6696971"] Another quick update. Here are the units I've been using to test. No Siege Teams right now. I'll post an update with the Terrain (buffs to specific unit types) and Encounter Cards (general events, utilities and PC specific cards) at some point this week. [B] GOOD GUYS (YAAAAAAAAAAY!)[/B] [COLOR=#ffa500] [I][B]Halfling Outriders (Cavalry) [/B][/I] Def: 14 HP: 12 HS: 6 Init: 14 Move: 1 Zone Trample - At Will Effect: The Halfling Outriders can move anywhere in its zone. Attack: + 5 Hit: 2 damage and the enemy unit is immobilized (save ends). Rally the Cause - At Will Attack: + 5 Hit: 1 damage and the Outriders unit can move to a zone boundary (or adjacent zone if already on the zone boundary). Effect: One allied unit in a zone adjacent to the Outriders gains 1 HP. [I][B] Elven Archers (Artillery)[/B][/I] Def: 13 HP: 8 HS: 4 Init: 15 Move: Zone Boundary/Adjacent Zone Volley - At Will Special: [/COLOR] [COLOR=#ffa500]Elven Archers can attack [/COLOR][COLOR=#ffa500] at any enemy unit in its zone and [/COLOR][COLOR=#ffa500]enemy units in any adjacent zone. [/COLOR][COLOR=#ffa500] Attack: + 7 Hit: 3 damage Covering Fire - At Will Special: Elven Archers can attack [/COLOR][COLOR=#ffa500] at any enemy unit in its zone and [/COLOR][COLOR=#ffa500]enemy units in any adjacent zone. Attack: + 7 Hit: 2 damage and an ally unit can move to a zone boundary/adjacent zone. [I][B]Dwarven Phalanx (Infantry)[/B][/I] Def: 16 HP: 16 HS: 8 Init: 10 Move: Zone Boundary/Adjacent Zone Shield Wall - At Will Attack: + 5 Hit: 1 damage and the Dwarven Phalanx gains resist 1 to all damage and immunity to forced movement. Repel the Charge - At Will Attack: + 6 Hit: 1 damage and the enemy unit is forced to a zone boundary/adjacent zone. [I][B]Human Rangers (Scouts)[/B][/I] Def: 14 HP: 8 HS: 4 Init: 15 Move: 1 Zone Ambush and Scatter - At Will Special: Human Rangers can attack [/COLOR][COLOR=#ffa500]any enemy unit in its zone.[/COLOR][COLOR=#ffa500] Attack: + 7 Hit: 2 damage and the Human Rangers unit is removed from play. On the beginning of its next turn it appears on any zone boundary in the zone of origin. Reconnaissance - At Will Special: The Human Rangers unit can move to one adjacent zone. Effect: Any ally unit in the zone gains combat advantage and a + 2 to damage on its next attack.[/COLOR] [B]BAD GUYS (BOOOOOOOO!)[/B] [COLOR=#ffa500][I][B]Goblin Worg-Riders (Cavalry)[/B][/I] Def: 13 HP: 12 HS: 6 Init: 16 Move: 1 Zone Pack of Fangs - At-Will Attack: + 6 Hit: 2 damage and attacks against the enemy unit have combat advantage (save ends). Rabid Charge - At-Will [/COLOR][COLOR=#ffa500]Effect: The Goblin Worg-Riders can move anywhere in its zone.[/COLOR][COLOR=#ffa500] Attack: + 6 Hit: 1 damage and the enemy unit is forced to a zone boundary/adjacent zone. Effect: The Goblin Worg-Riders can move to any zone boundary (or adjacent zone if on a zone boundary). [I][B]A Score of Hill Giants (Infantry)[/B][/I] Def: 13 HP: 20 HS: 10 Init: 8 Move: Zone Boundary/Adjacent Zone Crush Puny Men - At Will Attack: + 6 Hit: 2 damage and the enemy unit is forced to a zone boundary/adjacent zone. Hurl Rocks - At Will Special: A Score of Hill Giants can Hurl Rocks at any enemy unit in its zone. Attack: + 5 Hit: 2 damage. [I][B]Orc Berserkers (Horde)[/B][/I] Def: 12 HP: 16 HS: 8 Init: 12 Move: Zone Boundary/Adjacent Zone Reckless Abandon - At Will Attack: + 5 Hit: 3 damage and the Orc Berserkers unit takes 1 damage. Furious Assault - At Will Attack: + 5 Hit: 1 damage and the Orc Berserkers unit forces the enemy unit to any zone boundary (or adjacent zone if already on the zone boundary) and can then move to that same zone boundary (or adjacent zone if already on the zone boundary).[/COLOR] [/QUOTE]
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