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units-attributes [2022/08/01 22:12] noamthotsky [Leadership Types] Added detail, edited language. |
units-attributes [2025/11/19 16:12] (current) dalts [Leadership] |
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| Resources are often the primary number which determines how many of a unit can be recruited in a single provinces, and are especially relevant during expansion. They are determined primarily by a unit's weapons and armor, each of which have a resource value. | Resources are often the primary number which determines how many of a unit can be recruited in a single provinces, and are especially relevant during expansion. They are determined primarily by a unit's weapons and armor, each of which have a resource value. | ||
| - | Resources represent the materials such as wood and steel available in a region. The number in a province is basically random but heavily modified by [[province]] type. Recruitment points | + | Resources represent the materials such as wood and steel available in a region. The number in a province is basically random but heavily modified by [[province]] type. Resources |
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| === Attack Skill=== | === Attack Skill=== | ||
| - | The attack skill is used to make a melee attack roll, and is the number added to DRN to determine when an attack hits. The attack skill is most often a relevant consideration with regards to infantry, as infantry spend the greatest portion of time in a melee slog where these calculations have the mot | + | The attack skill is used to make a melee attack roll, and is the number added to DRN to determine when an attack hits. The attack skill is most often a relevant consideration with regards to infantry, as infantry spend the greatest portion of time in a melee slog where these calculations have the most impact. |
| + | |||
| + | Attack skill is also used to determine if you succeed with a repel against an attacker. | ||
| Because weapons modify attack rolls as well, it is generally only useful to look at the attack number in the unit attribute screen when planning [[thugs and supercombatants]]. Instead, look at the attack values associated with each weapon that the unit wields, which already include those modifiers. These numbers are also shown if you click on the Attack score in the attribute list. | Because weapons modify attack rolls as well, it is generally only useful to look at the attack number in the unit attribute screen when planning [[thugs and supercombatants]]. Instead, look at the attack values associated with each weapon that the unit wields, which already include those modifiers. These numbers are also shown if you click on the Attack score in the attribute list. | ||
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| Defense is subject to a harassment penalty when a unit us outnumbered: | Defense is subject to a harassment penalty when a unit us outnumbered: | ||
| - | Note also that some units have [[unsurroundable]] and are immune to this penalty. | + | Note also that some units have [[unsurroundable]] and recieve reduced harassment |
| === Strength === | === Strength === | ||
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| More on natural protection and armor stacking [[stacking-effects# | More on natural protection and armor stacking [[stacking-effects# | ||
| - | Because protection directly counters the damage of all attacks, it is especially useful in making troops unstoppable, | + | Because protection directly counters the damage of all attacks, it is especially useful in making troops unstoppable, |
| === Precision === | === Precision === | ||
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| === Hit Points === | === Hit Points === | ||
| - | Hit points represent the physical integrity of a unit, and under normal circumstances when HP reaches zero, the unit dies. When hit points are lost, there is a chance of an [[Affliction]] and hit points are a key mechanic on which several unit abilities are based. | + | [[dom6: |
| === Size === | === Size === | ||
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| Leadership, Magical Leadership, and Undead Leadership are commander only attributes. Commanders are able to lead an amount of units equal to their Leadership rating. Leadership impacts, squad morale and squad formation, | Leadership, Magical Leadership, and Undead Leadership are commander only attributes. Commanders are able to lead an amount of units equal to their Leadership rating. Leadership impacts, squad morale and squad formation, | ||
| - | Only Commanders with base Leadership of 80 or more can put squads into formations other than Skirmish. | + | Only Commanders with base Leadership of (80 in Dom 5, 100 in Dom 6) or more can put squads into formations other than Skirmish. |
| ====Squad Morale==== | ====Squad Morale==== | ||
| + | ^ Leadership ^ Effect ^ | ||
| + | | 10 | automatic -1 to morale for a single squad. An additional -1 to all squads for every squad beyond the first (Five Squads = -5) | | ||
| + | | 40 | No morale penalty if leading one or two squads. -1 penalty for every additonal sq. | | ||
| + | | 80 | +1 morale for all squads if three or fewer. -1 penalty to morale for every squad above three | | ||
| + | | 120 | +2 morale for up to 4 squads, -1 penalty to all if fifth squad added | | ||
| + | | 160 | +3 morale for all five squads((Previously 240 was listed in the table, but according to the manual 160 is the maximum)) | | ||
| - | Leadership 10: automatic -1 to morale for a single squad. An additional -1 to all squads for every squad | ||
| - | beyond the first (Five Squads = -5) | ||
| - | |||
| - | Leadership 40: No morale penalty if leading one or two squads. -1 penalty for every additonal sq. | ||
| - | |||
| - | Leadership 80: +1 morale for all squads if three or fewer. -1 penalty to morale for every squad above | ||
| - | three | ||
| - | |||
| - | Leadership 120: +2 morale for up to 4 squads, -1 penalty to all if fifth squad added | ||
| - | Leadership 160: +3 morale for all five squads | ||
| The morale effects of leadership rating are based on the base leadership rating of the commander. | The morale effects of leadership rating are based on the base leadership rating of the commander. | ||
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| ==== Magic Leadership ==== | ==== Magic Leadership ==== | ||
| - | Units with the Magic Being trait can only be lead by a commander with Magica | + | Units with the Magic Being trait can only be lead by a commander with Magic Leadership. Magic Leadership is increased by magic paths (+10 per astral path; +5 per path other than death). Magic beings will rout if no allied Commander has magic leadership. Mindless Magic Beings will dissolve instead of routing. |
| ==== Undead Leadership ==== | ==== Undead Leadership ==== | ||
| Units with the Undead or Demon trait can only be lead by a commander with Undead Leadership. Mages gain +30 undead leadership per death path and +5 per blood path. As with magic beings, they will rout if no allied Commander has Undead Leadership. Many undead troops are mindless and will dissolve instead of routing. | Units with the Undead or Demon trait can only be lead by a commander with Undead Leadership. Mages gain +30 undead leadership per death path and +5 per blood path. As with magic beings, they will rout if no allied Commander has Undead Leadership. Many undead troops are mindless and will dissolve instead of routing. | ||