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Red Unit StudiosBy Red Unit Studios
First created
Red Unit StudiosBy Red Unit Studios
First created
$10,263
pledged of $30,000pledged of $30,000 goal
295
backers
0seconds to go
Funding Canceled
Funding for this project was canceled by the project creator on Apr 26 2016

Rulebook update! Character sheet breakdown.

Posted by Red Unit Studios (Creator)
6 likes

In a next few "Rulebook updates" we'll try to shed some more light on Warbands game mechanics, unit types, packs, various tactics, scenario add-ons, etc. So let's start with basic character parameters and abilities.

1. Unit type.

Though Warbands: Bushido doesn't have any exact classes, and all personal abilities are determined by character's weapons, armor and background, there are still some rules on how unit behaves in battle. Arquebusier needs more time to take aim, while archer can move and shoot at the same turn, but the faster he runs, the less accurate his shots will be, etc.

2. Unit name.

Character's name, title, weapon he uses, troop type, his origins or faction name.

3. Toughness.

Unit's health, strength and endurance. It defines how many wounds he can take, and how fit he is for battle. Number of dice unit rolls is equal to his current Toughness with all penalties and buffs. The more wounds he takes, the weaker he gets.

4. Armor.

Armor "protects" Toughness with no effect on rolls, i.e. while unit loses armor, his combat abilities remain unaffected. Always check character's perks and abilities. Heavily armored hatamoto may be invincible, but sometimes clumsy beyond measure.

5. Agility.

Shows exactly how far your unit can move in his turn (in hexes). Also affects initiative, and some rolls, if mentioned in perks or abilities descriptions.

6. Abilities(cards).

Every unit has his own active abilities, which are his combat techniques, weapon's special attacks, and equipment features. To use them, your squad needs MP (Morale points), acquired through successful rolls or achievements in battle. Check one of our future updates to know more about perks and abilities.

7. Perks.

Perks are unit's passive abilities, like personality features or preferable tactics. Ashigaru soldiers usually feel more comfortable with flanks covered, while rogues prefer to fight a weakened enemy, then enraged samurai. Check one of our future updates to know more about perks and abilities.

8. Effects.

Currently active abilities, perks, orders, heavy wounds or combat situations are displayed as effects, both positive and negative. See too many red dots on your samurai, better step back a few hexes, while he still can walk.. and breathe.

9. Miniature.

Unit type, weapons, armor quality, strength, agility and personal features always affect unit's depiction. Confident naginata master, reckless bandit or kusarigama ninja, their look will always give a clue on what role suits them most.

As you see, all info on your character and current situation is easily reachable with one click or tap on their miniature. Thanks to our dice mechanics, there are no percents or numbers you can't count in seconds. Clear as day, no matter how many units are on a field of battle. =)

More "Rulebook updates" are coming soon..

Rudi, Redwolf, and 4 more people like this update.

Comments

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    1. Red Unit Studios Creator on

      Alexandre, in a few words, you'll have to break enemy's armor first, to get to his toughness. More details on how attack works in our next update. Hope it will give you more answers)

      Red icons (red skull and helmet) show you how current negative effects (surrounded, stunned, burning, etc) affect your toughness and armour.

    2. Alexandre Boureau on

      Nice update, but the card angle makes it hard to read!
      What are the red icons for(armor and hitpoints)?
      How do armor and toughness work? Character rolls armor and toughness dice to mitigate damage and the difference between damage and armor+toughness is deducted from toughness?