Difference between revisions of "Regiments"
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=== Regiments === | === Regiments === | ||
− | + | {{Jpeg|Regiments|500px}} | |
− | Groups of | + | Groups of 3 or more identical creatures can form Regiments. Every creature in the Regiment may choose to act simultaneously, taking the same actions when so desired. If any of them Delay, all of them must Delay, but they don't all have to Delay with the same actions. They can only make three [[attack rules#set|sets of attacks]] per round; once they have made three sets of attacks, they cannot make any more attacks until the beginning of their next turn. |
=== Rapid Rolling === | === Rapid Rolling === | ||
− | When making | + | When making 6 or more attacks, making 6 or more skill, [[agility]], [[muscle]], or [[hacking]] checks, or an enemy is targeting 6 or more members of the regiment with area of effect attacks, the roller must use one of the two following roll-acceleration techniques: |
==== Average Distribution ==== | ==== Average Distribution ==== | ||
− | Take the largest whole multiple of | + | Take the largest whole multiple of 6 that's less than or equal to the number of dice being rolled, and for every 6 such dice, treat their die rolls as one each of 1, 2, 3, 4, 5, and 6, applying critical hits and 6 counting as 9 as appropriate. Roll the remaining dice normally. |
− | ==== | + | ==== Sextuple or Nothing ==== |
− | Take the largest whole multiple of | + | Take the largest whole multiple of 6 that's less than or equal to the number of dice being rolled, and for every 6 such dice, roll one die and treat it as the result for all six of those dice. Critical hits are rolled individually. Roll the remaining dice normally. |
=== Simplified Knockouts === | === Simplified Knockouts === | ||
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Members of a regiment are not so fanatical that they keep wanting to fight to the death after taking serious injury. A regiment creature that's reduced to 0 or less HP is out of the battle. | Members of a regiment are not so fanatical that they keep wanting to fight to the death after taking serious injury. A regiment creature that's reduced to 0 or less HP is out of the battle. | ||
− | If the creatures have multiple HP, and they take wounds that wouldn't reduce them to 0 HP, those wounds are stored by the regiment itself, rather than those particular members. Every time the regiment's wound total reaches the HP of a member, the | + | If the creatures have multiple HP, and they take wounds that wouldn't reduce them to 0 HP, those wounds are stored by the regiment itself, rather than those particular members. Every time the regiment's wound total reaches the HP of a member, the most recently damaged member collapses and the regiment's wound total is reduced by that much. |
=== Shared Fear === | === Shared Fear === | ||
− | When multiple members of a regiment are subjected to the same [[Will Save]], roll one save for all of those members. | + | When multiple members of a regiment are subjected to the same [[will save|Will Save]], roll one save for all of those members. |
− | A regiment being reduced to | + | A regiment being reduced to two-thirds its original size is Frightening 3 for the whole regiment, and being reduced to one-third its original size is Frightening 5. |
=== Strength in Numbers === | === Strength in Numbers === | ||
The regiment gets additional bonuses based on its size: | The regiment gets additional bonuses based on its size: | ||
− | {| class=" | + | {| class="wikitable" |
|+ <div>{{Anchor|Table: Regiment Group Benefits}}</div> | |+ <div>{{Anchor|Table: Regiment Group Benefits}}</div> | ||
|- | |- | ||
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|- | |- | ||
|- | |- | ||
− | | | + | | 6 || +1 bonus to [[Will Saves]] |
− | + | ||
− | + | ||
|- | |- | ||
− | | | + | | 12 || When they [[Pay Attention]], another +1 to [[Perception]] |
|- class="noalt" | |- class="noalt" | ||
|} | |} |
Latest revision as of 21:17, 3 April 2018
Contents
Regiments
Groups of 3 or more identical creatures can form Regiments. Every creature in the Regiment may choose to act simultaneously, taking the same actions when so desired. If any of them Delay, all of them must Delay, but they don't all have to Delay with the same actions. They can only make three sets of attacks per round; once they have made three sets of attacks, they cannot make any more attacks until the beginning of their next turn.
Rapid Rolling
When making 6 or more attacks, making 6 or more skill, agility, muscle, or hacking checks, or an enemy is targeting 6 or more members of the regiment with area of effect attacks, the roller must use one of the two following roll-acceleration techniques:
Average Distribution
Take the largest whole multiple of 6 that's less than or equal to the number of dice being rolled, and for every 6 such dice, treat their die rolls as one each of 1, 2, 3, 4, 5, and 6, applying critical hits and 6 counting as 9 as appropriate. Roll the remaining dice normally.
Sextuple or Nothing
Take the largest whole multiple of 6 that's less than or equal to the number of dice being rolled, and for every 6 such dice, roll one die and treat it as the result for all six of those dice. Critical hits are rolled individually. Roll the remaining dice normally.
Simplified Knockouts
Members of a regiment are not so fanatical that they keep wanting to fight to the death after taking serious injury. A regiment creature that's reduced to 0 or less HP is out of the battle.
If the creatures have multiple HP, and they take wounds that wouldn't reduce them to 0 HP, those wounds are stored by the regiment itself, rather than those particular members. Every time the regiment's wound total reaches the HP of a member, the most recently damaged member collapses and the regiment's wound total is reduced by that much.
When multiple members of a regiment are subjected to the same Will Save, roll one save for all of those members.
A regiment being reduced to two-thirds its original size is Frightening 3 for the whole regiment, and being reduced to one-third its original size is Frightening 5.
Strength in Numbers
The regiment gets additional bonuses based on its size:
Minimum Member Count |
Benefit |
---|---|
6 | +1 bonus to Will Saves |
12 | When they Pay Attention, another +1 to Perception |