The War in Time
Organizing Units
Troop Vocabulary
Platoon - 10 Soldiers of the same Battalion. ex- Tempros Clerics
Unit - Platoons and Generals that share the same space on the battlefield at any given time
Regiment - All platoons that share the same class and banner.
Battalion - Soldiers who share the same origin and are denoted by a common banner. ex.- The Dragon Guild
Officer - Generals and Lieutenants ex- The Idolon Guild Leader
Commander - Commander of all Generals. ex- Kage
A Unit can be made up of up to 3 Platoons of the same type and 2 Generals.
Platoon - 10 Soldiers of the same Battalion. ex- Tempros Clerics
Unit - Platoons and Generals that share the same space on the battlefield at any given time
Regiment - All platoons that share the same class and banner.
Battalion - Soldiers who share the same origin and are denoted by a common banner. ex.- The Dragon Guild
Officer - Generals and Lieutenants ex- The Idolon Guild Leader
Commander - Commander of all Generals. ex- Kage
A Unit can be made up of up to 3 Platoons of the same type and 2 Generals.
Platoon Classes
Civilians
- can be trained into Militiamen
Militiamen
- can perform maneuvers
- can operate Siege Weaponry
- can be trained into Standard Classes
Cost
-1 Food
Pikemen
Speed 3
Range 1
- +2 dice vs Cavalry
- Can be trained into Elite Pikemen
Cost
-1 Food
-1 Wood
Musketeers
Speed 3
Range 1 , 2
- +2 dice vs Pikemen
- Can be trained into Elite Musketeers
Cost
-1 Food
-1 Wood
-1 Ore
Cavalry
Speed 5
Range 1
- +2 dice vs Musketeers
- Can be trained into Elite Cavalry
Cost
-3 Food
-1 Ore
Archers
Speed 3
Range 2 , 3
- +2 dice vs Light Infantry
- Can be trained into Elite Archers
Cost
-1 Food
-2 Wood
Heavy Infantry
Speed 2
Range 1
- +2 dice vs Archers
- Can be trained into Elite Heavy Infantry
- Defense Bonus of +3
Cost
-1 Food
-1 Ore
Light Infantry
Speed 3
Range 1
- +2 dice vs Heavy Infantry
- Can be trained into Elite Light Infantry
Cost
-1 Food
-1 Wood
- can be trained into Militiamen
Militiamen
- can perform maneuvers
- can operate Siege Weaponry
- can be trained into Standard Classes
Cost
-1 Food
Pikemen
Speed 3
Range 1
- +2 dice vs Cavalry
- Can be trained into Elite Pikemen
Cost
-1 Food
-1 Wood
Musketeers
Speed 3
Range 1 , 2
- +2 dice vs Pikemen
- Can be trained into Elite Musketeers
Cost
-1 Food
-1 Wood
-1 Ore
Cavalry
Speed 5
Range 1
- +2 dice vs Musketeers
- Can be trained into Elite Cavalry
Cost
-3 Food
-1 Ore
Archers
Speed 3
Range 2 , 3
- +2 dice vs Light Infantry
- Can be trained into Elite Archers
Cost
-1 Food
-2 Wood
Heavy Infantry
Speed 2
Range 1
- +2 dice vs Archers
- Can be trained into Elite Heavy Infantry
- Defense Bonus of +3
Cost
-1 Food
-1 Ore
Light Infantry
Speed 3
Range 1
- +2 dice vs Heavy Infantry
- Can be trained into Elite Light Infantry
Cost
-1 Food
-1 Wood
Winged Knights Battalion
Roles
ATK / SUP
General
Simon
- 1/ War Room Phase, treat another ability being used as if it were also being used in your location
- 3/ battle attempt to capture a general you just engaged with: Enemy has 3hp = 30%, 2hp = 60%, 1hp = 90%
Lieutenants
Lily
- 1/ War Room Phase Lily removes the Illequipped condition from all Winged Knight Platoons at her location.
- 50% chance to reduce personal damage taken in battle to 0 each time she is hit
Larz
- When Platoons at his location use Gather Intel, He may choose a result rather than roll one.
- 3/ battle grant a bonus generals die if intel had been gathered for this battle
Trusty Guildsmen
- treated as 3 generals when determining Fast Battle advantages
- when adjacent to or in the same unit as Lily or Simon, they make take damage dealt to Lily or Simon as if they were the targets.
Dragonhide Marauders
- Elite Light Infantry
- Speed 4
- Range 1
- Reroll 2 lowest dice on first engagement roll with an enemy unit
Cost
1 Food
1 Wood
1 Ore
Draco-Conjurers
- Elite Pikemen
- Speed 3
- Range 1
- as a maneuver twice / battle you may create a Dragon Unit in an empty space within range. The Dagon Unit has a range of 1 and a Speed of 5 flight and is eliminated when it takes damage. it rolls 6 engagement dice and -1 die / round of engagement.
Cost
1 Food
1 Aura
Isleguard Knights
- Elite Heavy Infantry
-Speed 2
- Range 1
- As a maneuver increase your deadliness by 6 if you are engaged this turn
Cost
1 Food
1 Ore
Guides of Idolon Battalion
Roles
ATK / SUP
General
Shiki
- 1/ War Room Phase, 1/2 of slain platoons rounded up at a location are restored to Illequipped, and Wounded
- 3/ battle, restore a fallen Officer in your unit to 1 HP
Lieutenants
Lima
- 1/ War Room Phase, if undead where defeated at her location, all platoons at that location remove the Illequipped condition
- when adjacent officers fall, she may restore them to 2HP under her control for 3 rounds before they return to 0HP
Kili
- When Platoons at her location Gather Intel, she may make any lacation in that region the target
- When her unit deals the finishing blow to another unit, Kili recovers 1 HP
Arch Bishops
- 1/ War Room Phase, Platoons at their location taking the March order, arrive at their destination immediately
- 3/ battle, teleport unit within 10 spaces
Grey Banner Necromancers
- Elite Heavy Infantry
- Speed 3
- Range 1
- When you defeat undead Platoons 3 / battle you may raise that Platoon under your control until the end of battle.
Cost
1 Food
1 Ore
1 Aura
Ghost Hunters
- Elite Light Infantry
- Speed 3
- Range 1
- increases your deadliness by 6 against undead targets
- During War Room phase, take an action to negate the chance of supernatural encounters in their location
Cost
1 Food
1 Wood
1 Aura
Death Wardens
- Elite Archers
- Speed 3
- Range 2,3
- Range of support maneuvers is 1,2,3
- 3 / battle ignore the range limitations of support maneuvers
Cost
1 Food
1 Wood
2 Aura
Red Light Battalion
Roles
ATK / DEF
General
Nell
Lieutenants
Reshka
-locations she attacks are treated as having half their fortification score
-3/ battle, all adjacent allied units cannot take damage this engagement and she takes 1 damage
Neck Breaker
-after a battle at his location, reduce civilian casualties and wounded by 1/2
-after dealing damage to an officer, that officer cannot use their ability for 3 rounds
Yuriki
-1/ units at his location are never treated as off guard
-when targeting an officer, he may choose the resource lost
Fell-Pillar Assassins
- Elite Light Infantry
- Speed 3
- Range 1
- Can negate the effects of Guard maneuver to target officers
- gain +3 Deadliness against officers
Cost
1 Food
1 Wood
1 Ore
Court Infiltrators
- Elite Civilians
- Range 1
- Speed 3
- Removes General bonus dice of all adjacent enemy Generals
Cost
-
Lantern-Light Spies
- Elite Militiamen
- Range 1
- Speed 4
- 2 / battle cancel the use of a generals ability
- During War Room phase, Taking the Gather Intel action allows for rolling a bonus 1d5
Cost
2 Food
Dead Stone Rangers Battalion
Roles
DEF / SUP
General
Ereshkigal
Lieutenants
Trap Springer Rogues
- Elite Light Infantry
- Speed 3
- Range 1
- as a maneuver, place a hidden trap in an adjacent unoccupied location. if an enemy moves over it they lose 1 platoon
Cost
1 Food
1 Ore
Dead Stone Destroyers
- Elite Cavalry
- Speed 5
- Range 2
- as a maneuver, target in range has 2/3 chance to become ill equipped
Cost
2 Food
2 Aura
Stalwart Defenders
- Elite Heavy Infantry
- Speed 2
- Range 1
- Gain +6 Defense when using Guard Maneuver
- grant an adjacent unit +6 Defense as a maneuver
Cost
1 Food
1 Ore
1 Aura
Saffron House Battalion
Roles
SUP / DEF
General
Sequoia
Lieutenants
Lord Saffron
-units harvesting food at his location increase yield by 5
-adjacent officers have a 30% chance to negate chakra and stamina loss
Winston
-units harvesting wood at his location increase yield by 5
-grants a bonus generals die when engaging from forested terrain
Lady Brunsby
-1/ phase trade 10 of 1 resource for another
-3/ battle repair an adjacent siege weapon
Estate Guardians
- Elite Heavy Infantry
- Speed 2
- Range 1
- gain +2 dice while using defensive maneuvers in forested terrain
Cost
1 Food
1 Ore
Green-Light Gunners
- Elite Musketeers
- Speed 3
- Range 1,2
- Speed and Range not reduced by forested terrain
- During War Room phase, add Food to the available resources to be harvested in their location
Cost
1 Food
1 Wood
1 Ore
1 Aura
Crocus Banner Bards
- Elite Pikemen
- Speed 3
- Range 1
- Targets you Aid increase their defense by 6 this round
- 2 / Battle Range of Aid action is 1,2,3 in all directions
Cost
1 Food
1 Aura
All Seeing Eye Battalion
Roles
ATK / SUP
General
Talus
Lieutenants
Cypher
-1/ phase cyphers location is treated as a production facility
-cypher gains an extra officers die during engagements when air support deals damage
Anabelle
-1/ phase reduce cost of resupply action by 1/2 for all regiments
-conscious ajacent officer is restored 1 hp
Mazi
- when a regiment in mazis location gathers intel they roll 1d8 instead with 7,8 resulting in the location targeted by their spying losing 1 random regiment
- Enemy units targeting mazis unit cannot gain outnumbering benefits
All Seeing Targeteers
- Elite Heavy Infantry
- Speed 2
- Range 1,2
- 3 / Battle allow air support to reroll any amount of engagement dice
Cost
1 Food
1 Ore
New Volenskan Artillerymen
- Elite militiamen
- Speed 3
- Range 1,2
-Ranged siege weapons under their control have range increased by 1
-3/ battle siege weapons under their control may reroll dice
Cost
1 Food
2 Ore
Snipers of Prophecy
- Elite Musketeers
- Speed 2
- Range 3,4,5
- ignore effects of the guard action to target enemy officers
Cost
1 Food
1 Wood
1 Ore
Champions of the Rightful Queen Battalion
Roles
DEF / ATK
General
Leocharus
Lieutenants
Aelia
-when an elite class soldier gains a day of training at her location, it gains another day
-her unit cannot lose morale
Rose
-regiments moving to roses location can reach her from 1 space further
-units engaged with rose lose 1 extra platoon if they roll multiple 1s during engagement
Dante and Crew
-1/ phase up to 10 platoons of civilians and militiamen may move to their location
- 1/ battle all allied units within 3 spaces have morale returned to high
Archers of the Crescent Seal
- Elite Archers
- Speed 3
- Range 2,3
- as a maneuver, increase their deadliness by 3 and range by 1 this engagement
Cost
1 Food
2 Wood
Glory Knights
- Elite Cavalry
- Speed 5
- Range 1
- when their charge deals damage all adjacent allies gain morale
Cost
2 Food
1 Wood
1 Ore
Hero's Harem
- Elite Light Infantry
- Speed 3
- Range 1
- 3/ battle all adjacent units (friend or foe) increase or decrease their morale by 1
- gain a bonus die when using defensive maneuvers with Leo
Cost
1 Food
1 Ore
1 Aura
Roles
ATK / SUP
General
Simon
- 1/ War Room Phase, treat another ability being used as if it were also being used in your location
- 3/ battle attempt to capture a general you just engaged with: Enemy has 3hp = 30%, 2hp = 60%, 1hp = 90%
Lieutenants
Lily
- 1/ War Room Phase Lily removes the Illequipped condition from all Winged Knight Platoons at her location.
- 50% chance to reduce personal damage taken in battle to 0 each time she is hit
Larz
- When Platoons at his location use Gather Intel, He may choose a result rather than roll one.
- 3/ battle grant a bonus generals die if intel had been gathered for this battle
Trusty Guildsmen
- treated as 3 generals when determining Fast Battle advantages
- when adjacent to or in the same unit as Lily or Simon, they make take damage dealt to Lily or Simon as if they were the targets.
Dragonhide Marauders
- Elite Light Infantry
- Speed 4
- Range 1
- Reroll 2 lowest dice on first engagement roll with an enemy unit
Cost
1 Food
1 Wood
1 Ore
Draco-Conjurers
- Elite Pikemen
- Speed 3
- Range 1
- as a maneuver twice / battle you may create a Dragon Unit in an empty space within range. The Dagon Unit has a range of 1 and a Speed of 5 flight and is eliminated when it takes damage. it rolls 6 engagement dice and -1 die / round of engagement.
Cost
1 Food
1 Aura
Isleguard Knights
- Elite Heavy Infantry
-Speed 2
- Range 1
- As a maneuver increase your deadliness by 6 if you are engaged this turn
Cost
1 Food
1 Ore
Guides of Idolon Battalion
Roles
ATK / SUP
General
Shiki
- 1/ War Room Phase, 1/2 of slain platoons rounded up at a location are restored to Illequipped, and Wounded
- 3/ battle, restore a fallen Officer in your unit to 1 HP
Lieutenants
Lima
- 1/ War Room Phase, if undead where defeated at her location, all platoons at that location remove the Illequipped condition
- when adjacent officers fall, she may restore them to 2HP under her control for 3 rounds before they return to 0HP
Kili
- When Platoons at her location Gather Intel, she may make any lacation in that region the target
- When her unit deals the finishing blow to another unit, Kili recovers 1 HP
Arch Bishops
- 1/ War Room Phase, Platoons at their location taking the March order, arrive at their destination immediately
- 3/ battle, teleport unit within 10 spaces
Grey Banner Necromancers
- Elite Heavy Infantry
- Speed 3
- Range 1
- When you defeat undead Platoons 3 / battle you may raise that Platoon under your control until the end of battle.
Cost
1 Food
1 Ore
1 Aura
Ghost Hunters
- Elite Light Infantry
- Speed 3
- Range 1
- increases your deadliness by 6 against undead targets
- During War Room phase, take an action to negate the chance of supernatural encounters in their location
Cost
1 Food
1 Wood
1 Aura
Death Wardens
- Elite Archers
- Speed 3
- Range 2,3
- Range of support maneuvers is 1,2,3
- 3 / battle ignore the range limitations of support maneuvers
Cost
1 Food
1 Wood
2 Aura
Red Light Battalion
Roles
ATK / DEF
General
Nell
Lieutenants
Reshka
-locations she attacks are treated as having half their fortification score
-3/ battle, all adjacent allied units cannot take damage this engagement and she takes 1 damage
Neck Breaker
-after a battle at his location, reduce civilian casualties and wounded by 1/2
-after dealing damage to an officer, that officer cannot use their ability for 3 rounds
Yuriki
-1/ units at his location are never treated as off guard
-when targeting an officer, he may choose the resource lost
Fell-Pillar Assassins
- Elite Light Infantry
- Speed 3
- Range 1
- Can negate the effects of Guard maneuver to target officers
- gain +3 Deadliness against officers
Cost
1 Food
1 Wood
1 Ore
Court Infiltrators
- Elite Civilians
- Range 1
- Speed 3
- Removes General bonus dice of all adjacent enemy Generals
Cost
-
Lantern-Light Spies
- Elite Militiamen
- Range 1
- Speed 4
- 2 / battle cancel the use of a generals ability
- During War Room phase, Taking the Gather Intel action allows for rolling a bonus 1d5
Cost
2 Food
Dead Stone Rangers Battalion
Roles
DEF / SUP
General
Ereshkigal
Lieutenants
Trap Springer Rogues
- Elite Light Infantry
- Speed 3
- Range 1
- as a maneuver, place a hidden trap in an adjacent unoccupied location. if an enemy moves over it they lose 1 platoon
Cost
1 Food
1 Ore
Dead Stone Destroyers
- Elite Cavalry
- Speed 5
- Range 2
- as a maneuver, target in range has 2/3 chance to become ill equipped
Cost
2 Food
2 Aura
Stalwart Defenders
- Elite Heavy Infantry
- Speed 2
- Range 1
- Gain +6 Defense when using Guard Maneuver
- grant an adjacent unit +6 Defense as a maneuver
Cost
1 Food
1 Ore
1 Aura
Saffron House Battalion
Roles
SUP / DEF
General
Sequoia
Lieutenants
Lord Saffron
-units harvesting food at his location increase yield by 5
-adjacent officers have a 30% chance to negate chakra and stamina loss
Winston
-units harvesting wood at his location increase yield by 5
-grants a bonus generals die when engaging from forested terrain
Lady Brunsby
-1/ phase trade 10 of 1 resource for another
-3/ battle repair an adjacent siege weapon
Estate Guardians
- Elite Heavy Infantry
- Speed 2
- Range 1
- gain +2 dice while using defensive maneuvers in forested terrain
Cost
1 Food
1 Ore
Green-Light Gunners
- Elite Musketeers
- Speed 3
- Range 1,2
- Speed and Range not reduced by forested terrain
- During War Room phase, add Food to the available resources to be harvested in their location
Cost
1 Food
1 Wood
1 Ore
1 Aura
Crocus Banner Bards
- Elite Pikemen
- Speed 3
- Range 1
- Targets you Aid increase their defense by 6 this round
- 2 / Battle Range of Aid action is 1,2,3 in all directions
Cost
1 Food
1 Aura
All Seeing Eye Battalion
Roles
ATK / SUP
General
Talus
Lieutenants
Cypher
-1/ phase cyphers location is treated as a production facility
-cypher gains an extra officers die during engagements when air support deals damage
Anabelle
-1/ phase reduce cost of resupply action by 1/2 for all regiments
-conscious ajacent officer is restored 1 hp
Mazi
- when a regiment in mazis location gathers intel they roll 1d8 instead with 7,8 resulting in the location targeted by their spying losing 1 random regiment
- Enemy units targeting mazis unit cannot gain outnumbering benefits
All Seeing Targeteers
- Elite Heavy Infantry
- Speed 2
- Range 1,2
- 3 / Battle allow air support to reroll any amount of engagement dice
Cost
1 Food
1 Ore
New Volenskan Artillerymen
- Elite militiamen
- Speed 3
- Range 1,2
-Ranged siege weapons under their control have range increased by 1
-3/ battle siege weapons under their control may reroll dice
Cost
1 Food
2 Ore
Snipers of Prophecy
- Elite Musketeers
- Speed 2
- Range 3,4,5
- ignore effects of the guard action to target enemy officers
Cost
1 Food
1 Wood
1 Ore
Champions of the Rightful Queen Battalion
Roles
DEF / ATK
General
Leocharus
Lieutenants
Aelia
-when an elite class soldier gains a day of training at her location, it gains another day
-her unit cannot lose morale
Rose
-regiments moving to roses location can reach her from 1 space further
-units engaged with rose lose 1 extra platoon if they roll multiple 1s during engagement
Dante and Crew
-1/ phase up to 10 platoons of civilians and militiamen may move to their location
- 1/ battle all allied units within 3 spaces have morale returned to high
Archers of the Crescent Seal
- Elite Archers
- Speed 3
- Range 2,3
- as a maneuver, increase their deadliness by 3 and range by 1 this engagement
Cost
1 Food
2 Wood
Glory Knights
- Elite Cavalry
- Speed 5
- Range 1
- when their charge deals damage all adjacent allies gain morale
Cost
2 Food
1 Wood
1 Ore
Hero's Harem
- Elite Light Infantry
- Speed 3
- Range 1
- 3/ battle all adjacent units (friend or foe) increase or decrease their morale by 1
- gain a bonus die when using defensive maneuvers with Leo
Cost
1 Food
1 Ore
1 Aura
War Room Phase
The Generals meet at their capitol and strategize over the grand scheme of their armies position. In this phase you give Orders to move your troops and have them perform other activities. Each General may give each of their Regiments 1 Order / day which are carried out simultaneously with the enemy.
Orders
March
- Foot Soldiers - 40m / day (1 Location)
- Mounted Soldiers - 60m / day (2 Locations)
- Generals - From any controlled location to another
- Siege Weapons - 30m / day (1 Location)
- Frigate - 160m / day (4 Locations)
- Galleon - 120m / day (3 Locations)
- Man of War - 80m / day (2 Locations)
- Dog Fighter - 160m / day (4 locations)
- Bomber - 120m / day (3 Locations)
- Spy Plane - 80m / day (2 Locations)
- Drake - 160m / day (4 Locations)
- Dragon - 120m / day (3 Locations)
Fortify
- The Regiment spends resources to repair damaged fortifications. Each breached fortification requires 1/2 its construction cost to be paid to have it restored to full defensive capabilities. This action can also be used to rebuild a town that has been destroyed. this costs 10 Stone / resource the location offers and once again becomes a place where resources can be harvested and the Relieve Order can be carried out.
Harvest Resources
- The Regiment works to gather resources. Obtain the resources available at that location. If a battle begins at that location, Harvesting troops are treated as off guard (Civilians) for the first 3 rounds.
Gather Intel
- The Regiment spreads out to learn what they can about the enemy in nearby locations. Roll separately for each Regiment carrying out this order in the same location with new intel gained each time.
1- Discover the 3 closest Enemy locations
2- Platoon Totals of the closest enemy location
3- Generals and their Abilities of the closest enemy location
4- Troop Classes of the closest enemy location
5- Other Advantages such as Ships, Fortifications, or Siege Weaponry of the closest enemy location
6- Your spies are spotted, roll again to see what they learn but the enemy is alerted, rolling a 6 again results in loss of entire regiment and no intel gathered
Resupply
- Your Regiment spends resources to mend damaged equipment, restock on ammunition, and eat a good meal. Each Platoon spends its Supply cost and removes the Illequipped condition
Relieve
- Your Regiment takes the day off and enjoys the pleasures of the town they are occupying. The Regiment's Morale improves 1 Stage. If a battle begins at that location, Relieved troops are treated as off guard (Civilians) for the first 3 rounds.
Tend to Wounded
- Your Regiment cares for its own who were wounded in the previous battle. This removes the Wounded condition from a number of Platoons equal to the number of Platoons performing the action. One regiment may perform this action on another if they are in the same location.
Build
- Your Regiment at a production facility spends resources to create siege weapons, ships, and aircraft which spawn immediately. only 1 item can be built by a single regiment / day / production facility.
The Generals meet at their capitol and strategize over the grand scheme of their armies position. In this phase you give Orders to move your troops and have them perform other activities. Each General may give each of their Regiments 1 Order / day which are carried out simultaneously with the enemy.
Orders
March
- Foot Soldiers - 40m / day (1 Location)
- Mounted Soldiers - 60m / day (2 Locations)
- Generals - From any controlled location to another
- Siege Weapons - 30m / day (1 Location)
- Frigate - 160m / day (4 Locations)
- Galleon - 120m / day (3 Locations)
- Man of War - 80m / day (2 Locations)
- Dog Fighter - 160m / day (4 locations)
- Bomber - 120m / day (3 Locations)
- Spy Plane - 80m / day (2 Locations)
- Drake - 160m / day (4 Locations)
- Dragon - 120m / day (3 Locations)
Fortify
- The Regiment spends resources to repair damaged fortifications. Each breached fortification requires 1/2 its construction cost to be paid to have it restored to full defensive capabilities. This action can also be used to rebuild a town that has been destroyed. this costs 10 Stone / resource the location offers and once again becomes a place where resources can be harvested and the Relieve Order can be carried out.
Harvest Resources
- The Regiment works to gather resources. Obtain the resources available at that location. If a battle begins at that location, Harvesting troops are treated as off guard (Civilians) for the first 3 rounds.
Gather Intel
- The Regiment spreads out to learn what they can about the enemy in nearby locations. Roll separately for each Regiment carrying out this order in the same location with new intel gained each time.
1- Discover the 3 closest Enemy locations
2- Platoon Totals of the closest enemy location
3- Generals and their Abilities of the closest enemy location
4- Troop Classes of the closest enemy location
5- Other Advantages such as Ships, Fortifications, or Siege Weaponry of the closest enemy location
6- Your spies are spotted, roll again to see what they learn but the enemy is alerted, rolling a 6 again results in loss of entire regiment and no intel gathered
Resupply
- Your Regiment spends resources to mend damaged equipment, restock on ammunition, and eat a good meal. Each Platoon spends its Supply cost and removes the Illequipped condition
Relieve
- Your Regiment takes the day off and enjoys the pleasures of the town they are occupying. The Regiment's Morale improves 1 Stage. If a battle begins at that location, Relieved troops are treated as off guard (Civilians) for the first 3 rounds.
Tend to Wounded
- Your Regiment cares for its own who were wounded in the previous battle. This removes the Wounded condition from a number of Platoons equal to the number of Platoons performing the action. One regiment may perform this action on another if they are in the same location.
Build
- Your Regiment at a production facility spends resources to create siege weapons, ships, and aircraft which spawn immediately. only 1 item can be built by a single regiment / day / production facility.
Impending Battle Phase
A battle is about to begin and the Generals must decide a few things
1- Each Army may move any 1 officer from any 1 location to another.
2- Decide if reinforcements will be sent. Each neighboring location to the battle location may offer reinforcements which, if sent, will arrive at round 6.
3- Determine whether to play out the battle in detail or to use Fast Battle rules. if multiple battles are happening simultaneously, the Generals may only choose to play out 1 battle in detail. If playing it out move to the battle map and begin with each round taking 2 hours.
Fast Battle Rules
Each Army gains a number of dice to roll based on advantages and the battle is decided with a single contested roll.
Calculating Advantages
- 1 Die/ 3 Platoons 1d4-civilian 1d6-militiamen 1d8-standard 1d10-elite
- Increase die value if class has advantage
- 1 Die/ 6 Reinforcement Platoons
- Increase die value if class has advantage
- +1d12 / officer
- +1d6/ 3 unmatched roles (ATK / DEF) (matching SUP to your number of ATK or DEF covers deaths, doubling covers wounded)
- +1d6/ unmatched siege / fortification scores (if only targeting soldiers with siege weapons apply 1d6/ 3 siege score only)
- +1d6/ regiment with high morale
- +1d20 if using an informed strategy (gather intel x3 on this target)
- Gain +1 Die for every 5 Platoons you outnumber the enemy by.
- Gain +1 Die if reinforcements are sent equal to 1/4 the enemies total platoons
- Gain +1 Die if for every 5 Platoons with an advantage over the enemies class type (including reinforcements)
- Gain +1 Die for every 3 points your Siege or Fortification Score exceeds the enemy's opposite score (attackers use Siege Score, defenders use Fort Score)
- Gain +1 Die if you have more Officers than the enemy.
- Gain +1 Die if the majority of your Regiments have High Morale.
- Gain +2 Dice if using an informed strategy to counter the enemies tactics.
A battle is about to begin and the Generals must decide a few things
1- Each Army may move any 1 officer from any 1 location to another.
2- Decide if reinforcements will be sent. Each neighboring location to the battle location may offer reinforcements which, if sent, will arrive at round 6.
3- Determine whether to play out the battle in detail or to use Fast Battle rules. if multiple battles are happening simultaneously, the Generals may only choose to play out 1 battle in detail. If playing it out move to the battle map and begin with each round taking 2 hours.
Fast Battle Rules
Each Army gains a number of dice to roll based on advantages and the battle is decided with a single contested roll.
Calculating Advantages
- 1 Die/ 3 Platoons 1d4-civilian 1d6-militiamen 1d8-standard 1d10-elite
- Increase die value if class has advantage
- 1 Die/ 6 Reinforcement Platoons
- Increase die value if class has advantage
- +1d12 / officer
- +1d6/ 3 unmatched roles (ATK / DEF) (matching SUP to your number of ATK or DEF covers deaths, doubling covers wounded)
- +1d6/ unmatched siege / fortification scores (if only targeting soldiers with siege weapons apply 1d6/ 3 siege score only)
- +1d6/ regiment with high morale
- +1d20 if using an informed strategy (gather intel x3 on this target)
- Gain +1 Die for every 5 Platoons you outnumber the enemy by.
- Gain +1 Die if reinforcements are sent equal to 1/4 the enemies total platoons
- Gain +1 Die if for every 5 Platoons with an advantage over the enemies class type (including reinforcements)
- Gain +1 Die for every 3 points your Siege or Fortification Score exceeds the enemy's opposite score (attackers use Siege Score, defenders use Fort Score)
- Gain +1 Die if you have more Officers than the enemy.
- Gain +1 Die if the majority of your Regiments have High Morale.
- Gain +2 Dice if using an informed strategy to counter the enemies tactics.
Province Bonuses
Thanatos District - gain +2 Civilians / Harvest when you control Thanatos District
Wayport - 1 Civilian / Stone Fortification
Vayla - 1 Stone / 1 Aura / Kaylu Shrine
Fort Tarence - Wood Fortification / Training Camp
Kalbrax - 1 Food / 1 Aura
Woodline Keep - 1 Wood / Wood Fortification
The May Isles - +3 Man of Wars, +2 Frigates, +6 Militiamen when you take control of The May Isles
Britland - 1 Food
May Bridge - 1 Civilian / Production Facility
Fort Isac - Wood Fortification / Training Camp
Esk - 1 Ore / 1 Aura
Sliver Key - +6 Frigates and +4 Militiamen when you take control of Sliver Key
Pike - 1 Food / 1 Aura / Production Facility
Elder Hill Province - +2 Ore / Harvest when you control Elder Hill Province
Hillforge - Production Facility / 1 Stone
Toralga - 1 Stone / 1 Ore
Ironguard Keep - Wood Fortification / Training Camp
Highland Keep - 1 Ore / Wood Fortification
Shudderwood - +2 Wood / Harvest if you control Shudderwood
Misty Meadows - 2 Wood
Trails End - 1 Wood / Production Facility
Blinds Hollow - 1 Wood / 1 Food / 1 Aura
North Province - Gain +2 Food / Harvest when you control North Province
Bale - 2 Food
Borderwatch Tower - Stone Fortification / Training Camp
Helmlocke Valley - 1 Food / 1 Civilian
Rhythka Mountains - +2 Stone / Harvest when you control Rhythka Mountains
Grimm's Peak - 1 Ore / 1 Stone
Bittermount - 2 Stone
Tyrants Fortress - Stone Fortification / 2 Aura
Wrenchurch Region - +2 Aura / Harvest when you control Wrenchurch Region
Gallowspire - Stone Fortification / Kaylu Shrine / 1 Aura
Fell Keep - Wood Fortification / Training Camp
Passguard Keep - Wood Fortification / Production Facility
Frostmarch - 1 Food / 1 Aura
Two Hands Island - +1 of any Resource / Harvest when you control Two Hands Island
Seconds Reach - Wood Fortification
Mintesna - 1 Stone / 1 Ore / 1 Food
The River Lands - +2 of your least abundant Resource / Harvest when you control The River Lands
Underbridge - 1 Ore
Whitecreek - 1 Stone / 1 Wood
Outland Keep - Wood Fortification / Training Camp
Tamrivena - 1 Civilian / 1 Food
Three Sisters Marsh - Devotion can not be lowered when you take control of Three Sisters Marsh
Lantern Light Swamp - 1 Civilian / 1 Aura
Wraith's Hollow - 1 Wood / 1 Aura / Kaylu Shrine
Ghostwood - 1 Wood / 1 Aura
The Watcher - Stone Fortification / 1 Aura
The Sanctuary - Win the War in Time if you control The Sanctuary
Greywater Keep - Stone Fortification
Bridgeguard - Wood Fortification
Raven Fort - Stone Fortification
Sanctum Castle - Stone Fortification
Temple of Time - Stone Fortification
Wayport - 1 Civilian / Stone Fortification
Vayla - 1 Stone / 1 Aura / Kaylu Shrine
Fort Tarence - Wood Fortification / Training Camp
Kalbrax - 1 Food / 1 Aura
Woodline Keep - 1 Wood / Wood Fortification
The May Isles - +3 Man of Wars, +2 Frigates, +6 Militiamen when you take control of The May Isles
Britland - 1 Food
May Bridge - 1 Civilian / Production Facility
Fort Isac - Wood Fortification / Training Camp
Esk - 1 Ore / 1 Aura
Sliver Key - +6 Frigates and +4 Militiamen when you take control of Sliver Key
Pike - 1 Food / 1 Aura / Production Facility
Elder Hill Province - +2 Ore / Harvest when you control Elder Hill Province
Hillforge - Production Facility / 1 Stone
Toralga - 1 Stone / 1 Ore
Ironguard Keep - Wood Fortification / Training Camp
Highland Keep - 1 Ore / Wood Fortification
Shudderwood - +2 Wood / Harvest if you control Shudderwood
Misty Meadows - 2 Wood
Trails End - 1 Wood / Production Facility
Blinds Hollow - 1 Wood / 1 Food / 1 Aura
North Province - Gain +2 Food / Harvest when you control North Province
Bale - 2 Food
Borderwatch Tower - Stone Fortification / Training Camp
Helmlocke Valley - 1 Food / 1 Civilian
Rhythka Mountains - +2 Stone / Harvest when you control Rhythka Mountains
Grimm's Peak - 1 Ore / 1 Stone
Bittermount - 2 Stone
Tyrants Fortress - Stone Fortification / 2 Aura
Wrenchurch Region - +2 Aura / Harvest when you control Wrenchurch Region
Gallowspire - Stone Fortification / Kaylu Shrine / 1 Aura
Fell Keep - Wood Fortification / Training Camp
Passguard Keep - Wood Fortification / Production Facility
Frostmarch - 1 Food / 1 Aura
Two Hands Island - +1 of any Resource / Harvest when you control Two Hands Island
Seconds Reach - Wood Fortification
Mintesna - 1 Stone / 1 Ore / 1 Food
The River Lands - +2 of your least abundant Resource / Harvest when you control The River Lands
Underbridge - 1 Ore
Whitecreek - 1 Stone / 1 Wood
Outland Keep - Wood Fortification / Training Camp
Tamrivena - 1 Civilian / 1 Food
Three Sisters Marsh - Devotion can not be lowered when you take control of Three Sisters Marsh
Lantern Light Swamp - 1 Civilian / 1 Aura
Wraith's Hollow - 1 Wood / 1 Aura / Kaylu Shrine
Ghostwood - 1 Wood / 1 Aura
The Watcher - Stone Fortification / 1 Aura
The Sanctuary - Win the War in Time if you control The Sanctuary
Greywater Keep - Stone Fortification
Bridgeguard - Wood Fortification
Raven Fort - Stone Fortification
Sanctum Castle - Stone Fortification
Temple of Time - Stone Fortification
Resources
Civilian
Wood
Stone
Ore
Food
Aura
Wood
Stone
Ore
Food
Aura
Engineered Technology Cost
Ballista - 2 Wood / 1 Ore - Siege Score 1
Battering Ram - 1 Wood - Siege Score 1
Trebuchet - 3 Wood / 1 Stone - Siege Score 3
Cannon - 2 Ore - Siege Score 2
Mortar - 3 Ore - Siege Score 3
Wood Fortification - 5 Wood / 1 Stone - Fortification Score 6
Stone Fortification - 2 Wood / 8 Stone - Fortification Score 12
Rebuilding a Town - 10 Stone / Resource offered
Frigate - 4 Wood / 2 Ore - Siege Score 2 - Fortification Score 2
Galleon - 6 Wood / 1 Ore - Siege Score 0 - Fortification Score 3
Man of War - 8 Wood / 3 Ore - Siege Score 4 - Fortification Score 4
Dog Fighter - 6 Ore - Siege Score 1 - Fortification Score 2
Bomber - 7 Ore - Siege Score 4 - Fortification Score 1
Spy Plane - 5 Ore - Siege Score 1 - Fortification Score 1
Drake - 7 Aura - Siege Score 1 - Fortification Score 2
Dragon - 10 Aura - Siege Score 5 - Fortifications Score 5
Battering Ram - 1 Wood - Siege Score 1
Trebuchet - 3 Wood / 1 Stone - Siege Score 3
Cannon - 2 Ore - Siege Score 2
Mortar - 3 Ore - Siege Score 3
Wood Fortification - 5 Wood / 1 Stone - Fortification Score 6
Stone Fortification - 2 Wood / 8 Stone - Fortification Score 12
Rebuilding a Town - 10 Stone / Resource offered
Frigate - 4 Wood / 2 Ore - Siege Score 2 - Fortification Score 2
Galleon - 6 Wood / 1 Ore - Siege Score 0 - Fortification Score 3
Man of War - 8 Wood / 3 Ore - Siege Score 4 - Fortification Score 4
Dog Fighter - 6 Ore - Siege Score 1 - Fortification Score 2
Bomber - 7 Ore - Siege Score 4 - Fortification Score 1
Spy Plane - 5 Ore - Siege Score 1 - Fortification Score 1
Drake - 7 Aura - Siege Score 1 - Fortification Score 2
Dragon - 10 Aura - Siege Score 5 - Fortifications Score 5
Siege Weaponry
Ballista
range - 2
speed - 2
effect - 1/3 chance to eliminate a platoon in a unit of 2 or more
Battering Ram
range - 1
speed - 2
effect - 1/3 chance to breach a gate.
Trebuchet
range - 3
speed - 2
effect - 1/2 chance to deal 1 damage to a fortification.
alternate effect - 1/2 chance to eliminate a platoon in a unit of 2 or more Platoons.
Cannon
range - 2,3
speed - 2
effect - 1/2 chance to deal 1 damage to a fortification.
alternate effect - 2/3 chance to lower the morale of a targeted unit by 1
Mortar
range - 4
speed - 2
effect - 1/3 chance to deal 1 damage to each fortification in targeted space
alternate effect - 2/3 chance to lower the morale of a targeted unit by 1
Light Machine Gun
range - 2,3 (if fixed to aircraft, line of fire is limited to forward direction of last space moved)
speed - 2
effect - targeted aircraft has 2/3 chance to take 1 damage
alternate effect - 2/3 chance to eliminate a platoon in a unit of 2 or more platoons
Heavy Machine Gun
range - 2,3,4 (if fixed to aircraft, line of fire is limited to forward direction of last space moved)
speed - 2
effect - targeted aircraft has 2x 2/3 chance to take 1 damage
alternate effect - 2/3 chance to eliminate a platoon in a unit
Bombs
range - 1,2,3 (range is limited to last 3 spaces traveled in a straight line and 3 spaces are targeted)
speed - x
effect - 1/3 chance to deal 1 damage to each fortification in the targeted spaces
alternate effect - 2/3 chance to eliminate a platoon in each targeted unit
Breath Weapon
range - 2,3
speed - x
effect - targeted aircraft, siege weapon or fortification has 1/3 chance to take 1 damage
alternate effect - 2/3 chance to lower the morale of a targeted unit by 1
Breath Barrage
range - 1,2,3 (range is limited to last 3 spaces traveled and must target all 3 spaces)
speed - x
effect - 1/2 chance to deal 1 damage to each fortification in targeted spaces
alternate effect - 1/2 chance to lower morale of each targeted unit by 1
Melee Attack
range - 1
speed - x
effect - 5/6 chance to deal 1 damage to fortification, siege weapon, or aircraft
alternate effect - 5/6 chance to eliminate a platoon in a targeted unit
range - 2
speed - 2
effect - 1/3 chance to eliminate a platoon in a unit of 2 or more
Battering Ram
range - 1
speed - 2
effect - 1/3 chance to breach a gate.
Trebuchet
range - 3
speed - 2
effect - 1/2 chance to deal 1 damage to a fortification.
alternate effect - 1/2 chance to eliminate a platoon in a unit of 2 or more Platoons.
Cannon
range - 2,3
speed - 2
effect - 1/2 chance to deal 1 damage to a fortification.
alternate effect - 2/3 chance to lower the morale of a targeted unit by 1
Mortar
range - 4
speed - 2
effect - 1/3 chance to deal 1 damage to each fortification in targeted space
alternate effect - 2/3 chance to lower the morale of a targeted unit by 1
Light Machine Gun
range - 2,3 (if fixed to aircraft, line of fire is limited to forward direction of last space moved)
speed - 2
effect - targeted aircraft has 2/3 chance to take 1 damage
alternate effect - 2/3 chance to eliminate a platoon in a unit of 2 or more platoons
Heavy Machine Gun
range - 2,3,4 (if fixed to aircraft, line of fire is limited to forward direction of last space moved)
speed - 2
effect - targeted aircraft has 2x 2/3 chance to take 1 damage
alternate effect - 2/3 chance to eliminate a platoon in a unit
Bombs
range - 1,2,3 (range is limited to last 3 spaces traveled in a straight line and 3 spaces are targeted)
speed - x
effect - 1/3 chance to deal 1 damage to each fortification in the targeted spaces
alternate effect - 2/3 chance to eliminate a platoon in each targeted unit
Breath Weapon
range - 2,3
speed - x
effect - targeted aircraft, siege weapon or fortification has 1/3 chance to take 1 damage
alternate effect - 2/3 chance to lower the morale of a targeted unit by 1
Breath Barrage
range - 1,2,3 (range is limited to last 3 spaces traveled and must target all 3 spaces)
speed - x
effect - 1/2 chance to deal 1 damage to each fortification in targeted spaces
alternate effect - 1/2 chance to lower morale of each targeted unit by 1
Melee Attack
range - 1
speed - x
effect - 5/6 chance to deal 1 damage to fortification, siege weapon, or aircraft
alternate effect - 5/6 chance to eliminate a platoon in a targeted unit
Fortifications
Wooden Fortification
effect - each side of a fortified space cannot be passed until 2 damage is deal to it by siege weaponry.
effect - Platoons with a range of 2 or more can target adjacent spaces outside the fortified space.
effect - Platoons within a fortification cannot be targeted by Platoons attacking from outside the fortification.
Stone Fortification
effect - each side of a fortified space cannot be passed until 4 damage is deal to it by siege weaponry.
effect - Platoons with a range of 2 or more can target adjacent spaces outside the fortified space.
effect - Platoons within a fortification cannot be targeted by Platoons attacking from outside the fortification.
effect - each side of a fortified space cannot be passed until 2 damage is deal to it by siege weaponry.
effect - Platoons with a range of 2 or more can target adjacent spaces outside the fortified space.
effect - Platoons within a fortification cannot be targeted by Platoons attacking from outside the fortification.
Stone Fortification
effect - each side of a fortified space cannot be passed until 4 damage is deal to it by siege weaponry.
effect - Platoons with a range of 2 or more can target adjacent spaces outside the fortified space.
effect - Platoons within a fortification cannot be targeted by Platoons attacking from outside the fortification.
Ships
Ships are treated as fortifications for targeting purposes.
Ships may move as a maneuver and make use of any number of their arms in the same turn as long as there is at least 1 platoon aboard to operate each arm.
Frigate
travel - 160m / day
speed - 5
arms - 1 cannon
cargo - 4
durability - 2
Galleon
travel - 120m / day
speed - 4
arms -
cargo - 12
durability - 3
Man of War
travel - 80m / day
speed - 3
arms - 2 cannons / 1 mortar
cargo - 6
durability - 4
Ships may move as a maneuver and make use of any number of their arms in the same turn as long as there is at least 1 platoon aboard to operate each arm.
Frigate
travel - 160m / day
speed - 5
arms - 1 cannon
cargo - 4
durability - 2
Galleon
travel - 120m / day
speed - 4
arms -
cargo - 12
durability - 3
Man of War
travel - 80m / day
speed - 3
arms - 2 cannons / 1 mortar
cargo - 6
durability - 4
Air Support
Planes are treated as aircraft for targeting purposes
Planes may move as a maneuver and make use of one of their arms in the same turn
Planes do not require platoons to operate them
Dog Fighter
Travel - 160m / day
speed - 6
arms - 1 heavy machine gun
cargo - 0
durability - 1
Bomber
Travel - 120m / day
speed - 5
arms - 1 light machine gun / 1 bomb
cargo - 3
durability - 3
Spy Plane
Travel - 80m / day
speed - 4
arms - 1 light machine gun
cargo - 1
durability - 2
Drakes and Dragons are treated as aircraft for targeting purposes
Drakes and Dragons may move as a maneuver and make use of a single breath attack and single melee attack each turn
Drakes and Dragons do not need platoons to operate them
Drake
Travel - 160m / day
Speed - 7
Arms - 1 breath weapon / 1 melee attack
cargo - 0
durability - 1
Dragon
Travel - 120m / day
speed - 6
arms - 1 breath weapon / 1 breath barrage / 1 melee attack
cargo - 1
durability - 5
Planes may move as a maneuver and make use of one of their arms in the same turn
Planes do not require platoons to operate them
Dog Fighter
Travel - 160m / day
speed - 6
arms - 1 heavy machine gun
cargo - 0
durability - 1
Bomber
Travel - 120m / day
speed - 5
arms - 1 light machine gun / 1 bomb
cargo - 3
durability - 3
Spy Plane
Travel - 80m / day
speed - 4
arms - 1 light machine gun
cargo - 1
durability - 2
Drakes and Dragons are treated as aircraft for targeting purposes
Drakes and Dragons may move as a maneuver and make use of a single breath attack and single melee attack each turn
Drakes and Dragons do not need platoons to operate them
Drake
Travel - 160m / day
Speed - 7
Arms - 1 breath weapon / 1 melee attack
cargo - 0
durability - 1
Dragon
Travel - 120m / day
speed - 6
arms - 1 breath weapon / 1 breath barrage / 1 melee attack
cargo - 1
durability - 5