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weapons [2022/10/25 23:32] wigglefig created |
weapons [2022/10/26 03:53] (current) wigglefig more clarification |
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During combat, units act in intervals called ' | During combat, units act in intervals called ' | ||
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+ | Equipping commanders with [[items]] will cause their default weapons to be replaced if the appropriate slot is filled. Weapons considered [[intrinsic]] are an exception to this rule, and will never be replaced regardless of equipment. | ||
=====Weapon Specs===== | =====Weapon Specs===== | ||
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There are two types of weapons in Dominions 5: | There are two types of weapons in Dominions 5: | ||
- | * **Melee** weapons are the most common type, and are only used when a unit is directly adjacent to an opposing unit's square. Melee attacks check the attacker' | + | * **Melee** weapons are the most common type, and are only used when a unit is directly adjacent to an opposing unit's square. Melee attacks check the attacker' |
- | * **Ranged** weapons may only be used when an opponent is within a listed range. | + | * **Ranged** weapons may only be used when an opponent is within a listed range. |
- | | + | * Most ranged |
- | * Equipping commanders with [[items]] will cause their default weapons to be replaced if the appropriate slot is filled. Weapons considered [[intrinsic]] are an exception to this rule, and will never be replaced regardless of equipment. | + | * Ranged weapons with a precision of 100 will not generate a projectile and will always hit. These are mostly mind blast-type attacks. |
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====Stats==== | ====Stats==== | ||
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* Attack: some weapons will provide a bonus or malus to Attack Skill, making them more or less likely to hit. This is added to the unit's base Attack to determine the Attack Skill of that weapon only. | * Attack: some weapons will provide a bonus or malus to Attack Skill, making them more or less likely to hit. This is added to the unit's base Attack to determine the Attack Skill of that weapon only. | ||
* Defence: any defence bonuses from weapons are added to the unit's overall Defence Skill, improving or decreasing their ability to dodge incoming attacks. | * Defence: any defence bonuses from weapons are added to the unit's overall Defence Skill, improving or decreasing their ability to dodge incoming attacks. | ||
- | * Length: this is only relevant for melee attacks. Shorter weapons have a chance to be repelled; see the [[repel | dedicated page]] for more details. Size 4+ units add +1 to the length of all melee weapons. | + | * Length: this is only relevant for melee attacks. Shorter weapons have a chance to be repelled; see the [[repel | dedicated page]] for more details. Size 4+ units add +1 to the length of all of their melee weapons. |
* Number of Attacks: most weapons only generate one attack per round, with a select few making two or more. | * Number of Attacks: most weapons only generate one attack per round, with a select few making two or more. | ||
* Ammunition: this is only relevant for ranged attacks. The number of ranged attacks possible in any one combat is limited to this number. | * Ammunition: this is only relevant for ranged attacks. The number of ranged attacks possible in any one combat is limited to this number. |