[Rq-rules] [RQIII]Mass combat
Jim Bickmeyer
bick10 at comcast.net
Wed Dec 12 10:48:33 PST 2007
> At 08:04 AM 12/11/2007, you wrote:
> >How does the magic function? My personal problem with RQ and mass
> >combat (as compared to warhammer), is that everybody knows magic...
>
> That should be easy enough to abstract in most cases; the routine
> soldier likely only knows one of a limited number of spells with a
> limited duration.
The common spirit magic spells really only affect things on the individual level. But if you want; consider a unit has 50% capable of throwing disrupt. I would take the average power vs. average power then calculate how much would get through. Maybe randomize up and down some. Then apply it to the affected unit.
So, a 500 man unit had 250 that can cast disrupt and do so. Their average POW is 14. The target unit has an average POW of 12. That means 70% of the disrupt spells will hit. Throw a randomizer of choice in the mix. Roll vs. that 70%, crit is +25% affects, special is +15% affects, normal success is normal, fumble is -50% of the normal.
Then apply the result to the unit as a hole. Might cause some figures to be lost in the unit, or unit HP, or Cohesion Factor, or what ever you are using...
Spells like Demoralize would slow the unit down and reduce their overall attack. Spirits would cause the unit cohesion to be affected.
Another way to do it is to give units a magic attack and defense. If I recall correct that is what Dragon Pass did. Thus a unit could attack physically as well as magically. Maybe even at the same time. At least they could defend from both at the same time.
I know I didn't give you much specifics. Just the two ways I've thought about it. I did the first. It will be slower than the second way.
Jim
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