Game systems and mechanics
Revision as of 21:13, 28 June 2018 | Revision as of 21:14, 28 June 2018 | |||
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=== Stats involved === | === Stats involved === | |||
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+ | === How it works === | |||
== Vision mechanics == | == Vision mechanics == | |||
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+ | === How it works === | |||
=== Stats involved === | === Stats involved === | |||
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+ | === How it works === | |||
== Strikes == | == Strikes == | |||
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+ | === How it works === | |||
=== Stats involved === | === Stats involved === | |||
== Charge mechanics == | == Charge mechanics == | |||
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+ | === How it works === | |||
=== Stats involved === | === Stats involved === | |||
? | The stats involved are charge impact and impact damage | + | The stats involved are charge impact and impact damage | |
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+ | === How it works === | |||
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Charge impact determines who "wins" a charge, whereas impact damage represents the damage dealt by each unit model and per impact. The impact damage rolls agianst armour upon impact | Charge impact determines who "wins" a charge, whereas impact damage represents the damage dealt by each unit model and per impact. The impact damage rolls agianst armour upon impact |
Revision as of 21:14, 28 June 2018
Contents
Morale mechanics
Stats involved
How it works
Vision mechanics
How it works
Stats involved
How it works
Strikes
How it works
Stats involved
Charge mechanics
How it works
Stats involved
The stats involved are charge impact and impact damage
How it works
Charge impact determines who "wins" a charge, whereas impact damage represents the damage dealt by each unit model and per impact. The impact damage rolls agianst armour upon impact