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weapons [2022/10/25 23:35]
wigglefig distinguished between projectile and mind blast-type weapons
weapons [2022/10/26 03:53] (current)
wigglefig more clarification
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 During combat, units act in intervals called 'rounds'. With the introduction of simultaneous combat in Dominions 5, these rounds are no longer synced up across entire armies but are instead tracked on an individual basis. When a unit enters a new round, it uses all of the weapons relevant to its situation (i.e. melee if in melee, ranged if at range), takes [[fatigue]] according to [[encumbrance]], and then waits until its next round activates. Units with [[Quickness]] (from spells, items or the [[hall of fame | heroic ability]]) have a reduced delay until their next round, causing them to attack more often than ordinary units at the cost of faster fatigue gain. During combat, units act in intervals called 'rounds'. With the introduction of simultaneous combat in Dominions 5, these rounds are no longer synced up across entire armies but are instead tracked on an individual basis. When a unit enters a new round, it uses all of the weapons relevant to its situation (i.e. melee if in melee, ranged if at range), takes [[fatigue]] according to [[encumbrance]], and then waits until its next round activates. Units with [[Quickness]] (from spells, items or the [[hall of fame | heroic ability]]) have a reduced delay until their next round, causing them to attack more often than ordinary units at the cost of faster fatigue gain.
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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's Attack Skill vs. the defender's Defence Skill.((When checks are referred to in this article, assume DRN is added to both sides.)) Melee weapons are also subject to [[repel]], [[awe]], and a number of other effects.+  * **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's Attack Skill vs. the defender's Defence Skill to determine whether an attack lands.((When checks are referred to in this article, assume DRN is added to both sides.)) Melee weapons are also subject to [[repel]], [[awe]], and a number of other effects.
   * **Ranged** weapons may only be used when an opponent is within a listed range. There are several subtypes:   * **Ranged** weapons may only be used when an opponent is within a listed range. There are several subtypes:
     * Most ranged weapons are projectile weapons. Their chance to hit is somewhat opaque, but essentially has a chance to deviate from the target square depending on the //attacker's// Precision score. See the [[Precision Roll|Precision Rolls]] page for more details.     * Most ranged weapons are projectile weapons. Their chance to hit is somewhat opaque, but essentially has a chance to deviate from the target square depending on the //attacker's// Precision score. See the [[Precision Roll|Precision Rolls]] page for more details.
     * Ranged weapons with a precision of 100 will not generate a projectile and will always hit. These are mostly mind blast-type attacks.     * Ranged weapons with a precision of 100 will not generate a projectile and will always hit. These are mostly mind blast-type attacks.
     * Beam weapons have an area of effect instead of being limited to one target. They are usually intrinsic and fairly rare. Unlike most ranged weapons, some beam weapons may be used while in melee combat.     * Beam weapons have an area of effect instead of being limited to one target. They are usually intrinsic and fairly rare. Unlike most ranged weapons, some beam weapons may be used while in melee combat.
-  * 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. 
  
 ====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.
weapons.1666740955.txt.gz · Last modified: 2022/10/25 23:35 by wigglefig