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dom6:unit-attributes [2024/05/24 01:08]
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dom6:unit-attributes [2024/05/28 01:19] (current)
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 ==== Resources ==== ==== Resources ====
  
-{{:misc:gui:resources.png?nolink }} **[[Resources]]** are not required up-front, but you'll have to wait for them to be "pooled up" in the unit for them to be complete.+{{:misc:gui:resources.png?nolink }} **[[Resources]]** are not required up-front, but you'll have to wait for them to "pool up" in the unit before using the fellow.
  
 ==== Recruitment Points ==== ==== Recruitment Points ====
  
-{{:misc:gui:commanderpoints.png?nolink }} **[[Recruitment Points]]** are a local limiting factor cost, just like Resources. Just like with Resources, you can queue up units that you lack the Recruitment Points to acquire, but they won't be available until they've "pooled" over however many turns.+{{:misc:gui:commanderpoints.png?nolink }} **[[Recruitment Points]]** are a local limiting factor cost, just like Resources. As with Resources, you can queue up units that you lack the Recruitment Points to acquire, but they won't be available until they've "pooled" over however many turns.
  
 {{:misc:gui:recruitment.png?nolink }} Note that **this** is the symbol for regular troops, while the crown symbol is for Commanders. The two kinds of units use different Recruitment Points, with Commanders using **Commander Points**. {{:misc:gui:recruitment.png?nolink }} Note that **this** is the symbol for regular troops, while the crown symbol is for Commanders. The two kinds of units use different Recruitment Points, with Commanders using **Commander Points**.
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 ==== Hit Points ==== ==== Hit Points ====
  
-{{:abilities:profuse_bleeding.png?nolink }} **[[Hit Points]]** (HP) are reduced by taking damage, but a unit's max HP will only change in rare circumstances, and their starting HP in a battle will hardly ever deviate from that value. With zero HP, one is dead.+{{:dom6:stats:hp.png?nolink }} **[[Hit Points]]** (HP) are reduced by taking damage, but a unit's max HP will only change in rare circumstances, and their starting HP in a battle will hardly ever deviate from that value. With zero HP, one is dead.
  
 ==== Size ==== ==== Size ====
  
-{{:nations:ea:berytos:elephant.png?36&nolink }} **[[Size]]** is of strategic concern, as it determines [[Gluttony|Supply Usage]], how tightly-packed units can be, and some peculiar interactions in combat. Size has a hard floor of 1 and a hard cap of 10, not that a single unit's size will change much.+{{:dom6:stats:size.png?nolink }} **[[Size]]** is of strategic concern, as it determines [[Gluttony|Supply Usage]], how tightly-packed units can be, and some peculiar interactions in combat. Size has a hard floor of 1 and a hard cap of 10, not that a single unit's size will change much.
  
 ==== Protection ==== ==== Protection ====
  
-{{:items:copper_plate.png?nolink |placeholder}} **[[Protection]]** (PROT) is what stands between your unit's HP "bar" and the damage of a successful attack. The value may be inaccurate for targeted hits, but it provides valuable damage reduction either way.+{{:dom6:stats:prot.png?nolink }} **[[Protection]]** (PROT) is what stands between your unit's HP "bar" and the damage of a successful attack. The value may be inaccurate for targeted hits, but it provides valuable damage reduction either way.
  
 ==== Magic Resistance ==== ==== Magic Resistance ====
  
-{{:abilities:twiceborn.png?nolink }} **[[Magic Resistance]]** (MR) is the base for a "saving throw" against many [[magic|magical]] or spell-like effects, most of which outright ignore Protection. It either succeeds or fails, with no in-between.+{{:dom6:stats:mr.png?nolink }} **[[Magic Resistance]]** (MR) is the base for a "saving throw" against many [[magic|magical]] or spell-like effects, most of which outright ignore Protection. It either succeeds or fails, with no in-between.
  
 ==== Morale ==== ==== Morale ====
  
-{{:items:skull_standard.png?32&nolink |placeholder}} **[[Morale]]** is a measure of resolve. A unit will [[rout|run away]] from battle if their Morale is broken (whether through losses in their squad or through [[Fear]] "damage"), possibly never to return.+{{:dom6:stats:mor.png?nolink }} **[[Morale]]** is a measure of resolve. A unit will [[rout|run away]] from battle if their Morale is broken (whether through losses in their squad or through [[Fear]] "damage"), possibly never to return
 + 
 +==== Strength ==== 
 + 
 +{{:dom6:stats:str.png?nolink }} **[[Strength]]** (STR) is a measure of the base damage a unit can do, with a one-handed strike that doesn't have any damage modifiers, to a fellow without any Protection. Many weapons are far more helpful than this theoretical stick.
  
 ==== Attack Skill ==== ==== Attack Skill ====
  
-{{:items:enchanted_sword.png?32&nolink }} **[[Attack Skill]]** (ATT) represents competence with attacking in melee combat. A [[DRN|feuding]] roll with the opponent will determine whether a hit lands, strikes upon the shield, or misses entirely.+{{:dom6:stats:att.png?nolink }} **[[Attack Skill]]** (ATT) represents competence with attacking in melee combat. A [[DRN|feuding]] roll with the opponent will determine whether a hit lands, strikes upon the shield, or misses entirely.
  
 ==== Defence Skill ==== ==== Defence Skill ====
  
-{{:items:shield_of_valor.png?nolink }} **[[Defence Skill]]** (DEF) represents competence with not getting hit in melee combat. It is the first line of defence between a sword and the Underworld, followed first by Protection and then by HP.+{{:dom6:stats:def.png?nolink }} **[[Defence Skill]]** (DEF) represents competence with not getting hit in melee combat. It is the first line of defence between a sword and the Underworld, followed first by Protection and then by HP.
  
 ==== Precision ==== ==== Precision ====
  
-{{:items:bow_of_war.png?nolink }} **[[Precision]]** (PREC) represents keenness of the eye and competence with missiles. It determines what range a unit can strike with perfect accuracy; and beyond that range, how far off the spell or stone may land.+{{:dom6:stats:prec.png?nolink }} **[[Precision]]** (PREC) represents keenness of the eye and competence with missiles. It determines what range a unit can strike with perfect accuracy; and beyond that range, how far off the spell or stone may land.
  
 ==== Combat Speed ==== ==== Combat Speed ====
  
-{{:items:boots_of_stone.png?nolink |placeholder}} **[[Combat Speed]]** (CS) is how quickly a unit may move in the heat of battle. In a single combat round, and with no interruptions, this is roughly how many squares a unit may move.+{{:dom6:stats:cs.png?nolink }} **[[Combat Speed]]** (CS) is how quickly a unit may move in the heat of battle. In a single combat round, and with no interruptions, this is roughly how many squares a unit may move.
  
 ==== Map Move ==== ==== Map Move ====
  
-{{:items:earth_boots.png?nolink }} **[[Map Movement]]** (MM) is the movement stat of long-term strategic concern; it determines how far a unit may travel outside of battle, within a single month. The point values are far messier than what CS enjoys.+{{:dom6:stats:mm.png?nolink }} **[[Map Movement]]** (MM) is the movement stat of long-term strategic concern; it determines how far a unit may travel outside of battle, within a single month. The point values are far messier than what CS enjoys.
  
 ==== Encumbrance ==== ==== Encumbrance ====
  
-{{:abilities:curse_of_stones.png?nolink |placeholder}} **[[Encumbrance]]** (ENC) determines how tiring an action other than walking at one's Combat Speed is. The value shown is specifically for performing melee attacks; for casting spells, it's generally much higher.+{{:dom6:stats:enc.png?nolink }} **[[Encumbrance]]** (ENC) determines how tiring an action other than walking at one's Combat Speed is. The value shown is specifically for performing melee attacks; for casting spells, it's generally much higher.
  
 ==== Fatigue ==== ==== Fatigue ====
  
-{{:misc:magic:water.png?nolink |placeholder}} **[[Fatigue]]** (FAT) is one of the pooled stats; fortunately, it goes away at the end of each battle, since it's a measure of the "tiredness" mentioned above. Fatigue reduces combat performance, and may lead to passing out on the job.+{{:dom6:stats:fat.png?nolink }} **[[Fatigue]]** (FAT) is one of the pooled stats; fortunately, it goes away at the end of each battle, since it's a measure of the "tiredness" mentioned above. Fatigue reduces combat performance, and may lead to passing out on the job.
  
 ==== Age ==== ==== Age ====
  
-{{:abilities:old_age.png?nolink }} **[[Age]]** is another pooled stat, and this one does not go away easily. A unit gains a year of age at the start of Winter, regardless of which month they were hired. Past a certain value that varies between species or skill levels, age causes problems.+{{:dom6:stats:age.png?nolink }} **[[Age]]** is another pooled stat, and this one does not go away easily. A unit gains a year of age at the start of Winter, regardless of which month they were hired. Past a certain value that varies between species or skill levels, age causes problems.
  
 ==== XP ===== ==== XP =====
dom6/unit-attributes.1716512891.txt.gz · Last modified: 2024/05/24 01:08 by fenrir