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<blockquote data-quote="grimmgoose" data-source="post: 9311729" data-attributes="member: 7042183"><p>No, but that doesn't mean you couldn't add that.</p><p></p><p>I originally meant to keep it pretty abstracted - the Assets that the players pick up are simply "wins" they've gathered over the course of the campaign. So, for my upcoming Mass Battle, I'm tracking the following Allied Assets:</p><ul> <li data-xf-list-type="ul"><strong>Tor Sethai Dwarf Breakers. </strong>If the players successfully train the elven recruits at Tor Sethai, they gain this Asset, which grants a +1 to the Zone they are deployed on.</li> <li data-xf-list-type="ul"><strong>Deathstalker Assassins. </strong>If the players find and destroy the Scarlet Crusade expedition (yes, I directly stole it from WoW - I'm not ashamed), they gain this Asset, which lets them deploy 2x Deathstalker Assassins as allied units for one encounter.</li> </ul><p>As we keep playing up to the Mass Battle, and depending on their actions, I might add more.</p><p></p><p>The Enemy Assets I'm preparing are:</p><ul> <li data-xf-list-type="ul"><strong>Frostweave Shardstorm</strong>. This powerful floating shard disrupts allied movement in this Zone, giving a -2 penalty to the Battle Roll. If engaged as an Encounter, it becomes a Lair Action, acting in Initiative Count 20, dealing 2d10 Necrotic Damage in a 15-foot radius sphere centered on a point. This Asset moves randomly (roll 1d10, ignore a result of 10).</li> <li data-xf-list-type="ul"><strong>Hellspore</strong>. This goremound has created a rancid, thick-green smoke obscuring demonic activity. All adjacent Zones suffer a -1 to the Battle Roll. This Asset cannot move.</li> <li data-xf-list-type="ul"><strong>Faithbreakers. </strong>This elite unit of demons increases the combat difficulty of a Zone, granting enemy reinforcements of 3x bearded devils and 1x maw demon. This Asset cannot be destroyed through a Battle Roll; it must be destroyed via an encounter.</li> </ul><p></p><p>Typically, if an Asset is in a Zone that is lost, the Asset is destroyed, but in the case of the Faithbreakers, I wanted to add the temptation of the players directly choosing to confront them in an encounter.</p><p></p><p><em>edit: to clarify, the +1, or the -2, etc. are modifiers to the Battle Roll. So normally, the Battle roll is 2d6 +/- crumbling/advancing +/- Asset Modifiers. </em></p><p><em></em></p><p><em>For example, if the players deploy the Dwarf Breakers on a zone at the start of the battle, that Zone's Battle Roll is 2d6+1. </em></p></blockquote><p></p>
[QUOTE="grimmgoose, post: 9311729, member: 7042183"] No, but that doesn't mean you couldn't add that. I originally meant to keep it pretty abstracted - the Assets that the players pick up are simply "wins" they've gathered over the course of the campaign. So, for my upcoming Mass Battle, I'm tracking the following Allied Assets: [LIST] [*][B]Tor Sethai Dwarf Breakers. [/B]If the players successfully train the elven recruits at Tor Sethai, they gain this Asset, which grants a +1 to the Zone they are deployed on. [*][B]Deathstalker Assassins. [/B]If the players find and destroy the Scarlet Crusade expedition (yes, I directly stole it from WoW - I'm not ashamed), they gain this Asset, which lets them deploy 2x Deathstalker Assassins as allied units for one encounter. [/LIST] As we keep playing up to the Mass Battle, and depending on their actions, I might add more. The Enemy Assets I'm preparing are: [LIST] [*][B]Frostweave Shardstorm[/B]. This powerful floating shard disrupts allied movement in this Zone, giving a -2 penalty to the Battle Roll. If engaged as an Encounter, it becomes a Lair Action, acting in Initiative Count 20, dealing 2d10 Necrotic Damage in a 15-foot radius sphere centered on a point. This Asset moves randomly (roll 1d10, ignore a result of 10). [*][B]Hellspore[/B]. This goremound has created a rancid, thick-green smoke obscuring demonic activity. All adjacent Zones suffer a -1 to the Battle Roll. This Asset cannot move. [*][B]Faithbreakers. [/B]This elite unit of demons increases the combat difficulty of a Zone, granting enemy reinforcements of 3x bearded devils and 1x maw demon. This Asset cannot be destroyed through a Battle Roll; it must be destroyed via an encounter. [/LIST] Typically, if an Asset is in a Zone that is lost, the Asset is destroyed, but in the case of the Faithbreakers, I wanted to add the temptation of the players directly choosing to confront them in an encounter. [I]edit: to clarify, the +1, or the -2, etc. are modifiers to the Battle Roll. So normally, the Battle roll is 2d6 +/- crumbling/advancing +/- Asset Modifiers. For example, if the players deploy the Dwarf Breakers on a zone at the start of the battle, that Zone's Battle Roll is 2d6+1. [/I] [/QUOTE]
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