diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index c788e8fc90..d00fabfadc 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -6711,9 +6711,9 @@ "page": 121, "entries": [ "A fortification is a structure occupying a number of spaces on the battlefield, typically on the side of the force that is the defender in the battle. Units in those spaces gain benefits based on the type of fortification. The GM determines which fortifications are available to each side in the battle (both existing fortifications and fortifications raised during play) and in which spaces those fortifications appear.", - "Each fortification provides a bonus to Morale for all allied units of the side that controls the fortification, regardless of where those units are on the battlefield. (If there are multiple fortifications on the battlefield, allied units use the highest bonus to Morale for any of their side’s fortifications.) As well, each fortification provides a bonus to Defense for any units in the same space as the fortification, and a tower fortification provides a bonus to Power for any artillery units in the same space. (Siege weapons cannot be placed on towers.)", + "Each fortification provides a bonus to Morale for all allied units of the side that controls the fortification, regardless of where those units are on the battlefield. (If there are multiple fortifications on the battlefield, allied units use the highest bonus to Morale for any of their side's fortifications.) As well, each fortification provides a bonus to Defense for any units in the same space as the fortification, and a tower fortification provides a bonus to Power for any artillery units in the same space. (Siege weapons cannot be placed on towers.)", "The Basic Fortifications table provides a breakdown of fortifications, their sizes, and the bonuses they provide. All bonuses provided by a fortification are lost if the fortification is destroyed. A rank with a Fortification in it does not collapse when there are no units in that rank.", - "Units in fortifications can’t be exposed.", + "Units in fortifications can't be exposed.", { "type": "table", "caption": "Basic Fortifications", @@ -6736,10 +6736,10 @@ "rows": [ [ "Stone fence", - "1–2 spaces", + "1\u20132 spaces", "+1", "+2", - "—", + "\u2014", "4" ], [ @@ -6752,10 +6752,10 @@ ], [ "Town walls", - "3–4 spaces", + "3\u20134 spaces", "+2", "+2", - "—", + "\u2014", "8" ], [ @@ -6802,7 +6802,7 @@ "name": "Damaging a Fortification", "page": 122, "entries": [ - "Only units with specialized traits can damage a fortification, with those traits specifically calling out fortifications in their descriptions. (See {@book Unit Traits|KaW|3|Unit Traits} on page 126.) Units with a specific siege trait—Siege Engine, Siege Weapon, Fast Siege Weapon, and Fast Siege Weapon (Heavy)—can attack and automatically hit a fortification, with no Attack test or Power test necessary." + "Only units with specialized traits can damage a fortification, with those traits specifically calling out fortifications in their descriptions. (See {@book Unit Traits|KaW|3|Unit Traits} on page 126.) Units with a specific siege trait\u2014Siege Engine, Siege Weapon, Fast Siege Weapon, and Fast Siege Weapon (Heavy)\u2014can attack and automatically hit a fortification, with no Attack test or Power test necessary." ] }, { @@ -6810,8 +6810,8 @@ "name": "Contested Fortifications", "page": 122, "entries": [ - "A fortification can be empty and still grant its bonus to Morale for the units of the army that control the fortification. But as soon as a unit moves into the area of a fortification controlled by the opposing side, that fortification becomes contested and no one gains a Morale bonus for it. If the only units in the area of a fortification are opposed units, then the fortification becomes occupied by that opposing army, and only the opposing army gains the fortification’s bonus to Morale.", - "When two units attack each other and both are in the area of the same fortification, neither gains any of the fortification’s bonuses to Defense or Power." + "A fortification can be empty and still grant its bonus to Morale for the units of the army that control the fortification. But as soon as a unit moves into the area of a fortification controlled by the opposing side, that fortification becomes contested and no one gains a Morale bonus for it. If the only units in the area of a fortification are opposed units, then the fortification becomes occupied by that opposing army, and only the opposing army gains the fortification's bonus to Morale.", + "When two units attack each other and both are in the area of the same fortification, neither gains any of the fortification's bonuses to Defense or Power." ] }, { @@ -6819,7 +6819,7 @@ "name": "Hit Points and Siege Weapons", "page": 122, "entries": [ - "Fortifications have hit points based on their size. When a unit damages a fortification, that damage is assigned to the entire fortification, not any specific part of it. This means that fortifications occupying more than 1 space can’t be targeted in any specific space, and they remain standing in all their spaces until the fortification is wholly destroyed.", + "Fortifications have hit points based on their size. When a unit damages a fortification, that damage is assigned to the entire fortification, not any specific part of it. This means that fortifications occupying more than 1 space can't be targeted in any specific space, and they remain standing in all their spaces until the fortification is wholly destroyed.", "When a fortification is reduced to 0 hit points, it is destroyed in all its spaces, and any unit in those spaces must make a DC 13 Morale test with disadvantage. On a failure, the unit suffers 1 casualty." ] }, @@ -6828,7 +6828,7 @@ "name": "Placement", "page": 122, "entries": [ - "The GM decides each fortification’s position on the battlefield, though fortifications are almost always on the defending side. Walls and gates do not have to be in the vanguard, but many scenarios will place them there to represent the idea that the defenders are behind those fortifications for the protection they offer. That being said, the GM might well decide to put the city gates in the center rank, so the setup of fortifications isn’t meant to be taken too literally." + "The GM decides each fortification's position on the battlefield, though fortifications are almost always on the defending side. Walls and gates do not have to be in the vanguard, but many scenarios will place them there to represent the idea that the defenders are behind those fortifications for the protection they offer. That being said, the GM might well decide to put the city gates in the center rank, so the setup of fortifications isn't meant to be taken too literally." ] }, { @@ -6836,7 +6836,7 @@ "name": "Types of Fortifications", "page": 122, "entries": [ - "The following are the most common fortifications, showing their typical placement on the battlefield. These are not the only possibilities, though, and the GM is free to use towers and walls in any combination to build unique fortifications, calculating those fortifications’ hit points accordingly.", + "The following are the most common fortifications, showing their typical placement on the battlefield. These are not the only possibilities, though, and the GM is free to use towers and walls in any combination to build unique fortifications, calculating those fortifications' hit points accordingly.", { "type": "entries", "name": "Stone Fence", @@ -6887,7 +6887,7 @@ "name": "City Gates", "page": 123, "entries": [ - "A sturdy town wall is abutted by towers on either side of it! A large city gate is shown below, while a smaller one would have two towers with just a oneor two-space wall between them—and would have fewer hit points.", + "A sturdy town wall is abutted by towers on either side of it! A large city gate is shown below, while a smaller one would have two towers with just a oneor two-space wall between them\u2014and would have fewer hit points.", "Each gate space is either a tower space or a wall space. Artillery units that move from a tower space to a wall space lose the bonus to Power that a tower provides.", { "type": "image", @@ -6944,7 +6944,7 @@ "name": "Fog", "page": 123, "entries": [ - "Fog obscures vision and creates strange auditory effects. A sergeant’s command shouted from the other side of the battlefield might echo through the fog to sound like it’s coming from just a few feet away, making it difficult for troops to hear their orders.", + "Fog obscures vision and creates strange auditory effects. A sergeant's command shouted from the other side of the battlefield might echo through the fog to sound like it's coming from just a few feet away, making it difficult for troops to hear their orders.", "Any artillery unit in fog has disadvantage on Attack tests. Any unit that rolls a 1 on a Command test while in fog becomes disorganized." ] }, @@ -6995,13 +6995,13 @@ "name": "Scenarios", "page": 124, "entries": [ - "Scenarios change the shape of the battlefield, creating unique developments that might challenge forces on one or both sides, negate one side’s advantage in numbers, or make some units useless!", + "Scenarios change the shape of the battlefield, creating unique developments that might challenge forces on one or both sides, negate one side's advantage in numbers, or make some units useless!", { "type": "entries", "name": "Bridge", "page": 124, "entries": [ - "When two armies fight over a bridge, each side’s vanguard rank is reduced to a single space, and cavalry units cannot be used. This scenario often comes down to a battle between artillery and aerial units." + "When two armies fight over a bridge, each side's vanguard rank is reduced to a single space, and cavalry units cannot be used. This scenario often comes down to a battle between artillery and aerial units." ] }, { @@ -7009,7 +7009,7 @@ "name": "Defend the Pass", "page": 124, "entries": [ - "In this scenario, one side occupies the pass while the other side must break the first side’s defense, minimizing the field for one side. Cavalry units cannot be used in the battle, and artillery units can target only enemies in the same column. This sort of battle lends itself to a small army taking on a much larger one." + "In this scenario, one side occupies the pass while the other side must break the first side's defense, minimizing the field for one side. Cavalry units cannot be used in the battle, and artillery units can target only enemies in the same column. This sort of battle lends itself to a small army taking on a much larger one." ] }, { @@ -7017,7 +7017,7 @@ "name": "Charge the Hill", "page": 124, "entries": [ - "This scenario uses a normal battlefield, except the defender’s rear rank is at the top of the hill and each rank in front of it is farther down the slope. Any unit moving uphill must succeed on a DC 8 Command test to march 2 spaces. On a failure, the unit moves 1 space instead. (If a unit’s movement is limited, as when moving through mud, it might be able to march only 1 space and might not be able to move at all on a failure.)", + "This scenario uses a normal battlefield, except the defender's rear rank is at the top of the hill and each rank in front of it is farther down the slope. Any unit moving uphill must succeed on a DC 8 Command test to march 2 spaces. On a failure, the unit moves 1 space instead. (If a unit's movement is limited, as when moving through mud, it might be able to march only 1 space and might not be able to move at all on a failure.)", "Any infantry unit that moves 1 space downhill before attacking inflicts 1 additional casualty on a successful Power test made as part of an attack against a target unit that is downhill from them. Cavalry units attacking from the high side of the hill have advantage on Attack tests against any units.", "This scenario allows a small number of units at the top of the hill to defend against a larger army at the bottom of it." ] @@ -7045,7 +7045,7 @@ "page": 125, "entries": [ "This scenario imagines two different allied armies attacking a third army. This scenario allows one large army to fight off two smaller armies.", - "The defending army has no rear rank, but it has two vanguard ranks and two reserve ranks. If one of those vanguard ranks collapses, units in the defending army’s center rank and the reserve rank behind the collapsed vanguard are both exposed to the army the collapsed vanguard faced.", + "The defending army has no rear rank, but it has two vanguard ranks and two reserve ranks. If one of those vanguard ranks collapses, units in the defending army's center rank and the reserve rank behind the collapsed vanguard are both exposed to the army the collapsed vanguard faced.", { "type": "image", "href": { @@ -7074,6 +7074,424 @@ ] } ] + }, + { + "type": "section", + "name": "Unit Traits", + "page": 126, + "entries": [ + "Over and above the statistics found on each unit card, a unit's traits define what it is able to do during battle. {@book Unit Traits Descriptions|KaW|3|Unit Trait Descriptions} (below) breaks out every trait found across all units in Kingdoms & Warfare, plus those in the {@book special unit deck|KaW|3|special unit deck} (page 144). Each unit has the name of each of its traits printed on its card but not the full description, for two reasons. First, it would make the cards too large. And second, it would require players to pick a unit card up every activation to read what its traits can do. Easier to print the traits out for all players involved in the battle.", + "If the text of a trait conflicts with the baseline rules in this book, the text of the trait takes precedence.", + { + "type": "entries", + "name": "Recharge", + "page": 126, + "entries": [ + "The notation \"Recharge X\u2013Y\" means a unit can use a trait once, and that the trait then has a random chance of recharging during each subsequent activation. Each time the unit activates after using the trait, roll a {@dice d6}. If the roll is one of the numbers in the recharge notation, the unit regains the use of the trait." + ] + }, + { + "type": "entries", + "name": "Legal Target", + "page": 126, + "entries": [ + "Where a trait refers to a legal target, this means any target that a unit could normally make an Attack test against." + ] + }, + { + "type": "entries", + "name": "Unit Trait Descriptions", + "page": 126, + "entries": [ + "Traits are presented in alphabetical order.", + { + "type": "item", + "name": "AAAUUUGH!!!", + "entries": [ + "When this unit breaks, all adjacent units suffer 1 casualty." + ] + }, + { + "type": "item", + "name": "Adaptable", + "entries": [ + "This unit has advantage on Morale and Command tests." + ] + }, + { + "type": "item", + "name": "Aerial Bombardment", + "entries": [ + "If this unit spends an activation doing nothing, it can use its next activation to target a fortification by making a DC 13 Power test. On a success, it deals {@damage 1d4 + 2} damage to the fortification." + ] + }, + { + "type": "item", + "name": "Amphibious", + "entries": [ + "This unit does not suffer movement penalties when fighting underwater, or in rain or mud." + ] + }, + { + "type": "item", + "name": "Arcadian", + "entries": [ + "This unit has advantage on Power tests to resist battle magic." + ] + }, + { + "type": "item", + "name": "Archers", + "entries": [ + "This unit can attack any opposed unit. Successful Power tests the unit makes against opposed units that are not exposed inflict only 1 casualty." + ] + }, + { + "type": "item", + "name": "Armored Carapace", + "entries": [ + "This unit suffers no casualties from artillery Attack tests." + ] + }, + { + "type": "item", + "name": "Barbs", + "entries": [ + "An opposed infantry unit that makes a successful Power test as part of an attack against this unit suffers 1 casualty." + ] + }, + { + "type": "item", + "name": "Battle Hymn", + "entries": [ + "This unit has a bonus to Morale equal to its commander's domain size, as do allied units while adjacent to this unit." + ] + }, + { + "type": "item", + "name": "Better than One", + "entries": [ + "When this unit attacks an opposed unit, it can also attack any other adjacent opposed unit." + ] + }, + { + "type": "item", + "name": "Big", + "entries": [ + "This unit has advantage on Power tests against units whose casualties are lower than this unit's." + ] + }, + { + "type": "item", + "name": "Blanket Fire", + "entries": [ + "As an action, choose a rank on the battlefield. Attack each unit in that rank. Recharge 4\u20136." + ] + }, + { + "type": "item", + "name": "Blinding", + "entries": [ + "When an opposed unit fails an Attack test against this unit, the opposed unit is disoriented." + ] + }, + { + "type": "item", + "name": "Burning", + "entries": [ + "Each opposed unit that activates adjacent to this unit suffers 1 casualty." + ] + }, + { + "type": "item", + "name": "Burrow", + "entries": [ + "As an action, remove this unit from the battlefield. On its next activation, place the unit in any empty space. The unit is disoriented until the end of that activation." + ] + }, + { + "type": "item", + "name": "Chaos Vulnerability", + "entries": [ + "This unit has disadvantage on Power tests to resist battle magic." + ] + }, + { + "type": "item", + "name": "Charge", + "entries": [ + "If this unit moves at least 1 space before it attacks, it has advantage on Attack tests for this activation as long as the target is in the direction the unit moved." + ] + }, + { + "type": "item", + "name": "Chorus of Victory", + "entries": [ + "As an action, choose a rank on the battlefield. Each allied unit in that rank increments its casualty die and has advantage on Attack tests until the end of its next activation. Recharge 6." + ] + }, + { + "type": "item", + "name": "Close Range", + "entries": [ + "This unit has advantage on Attack tests and Power tests against adjacent units." + ] + }, + { + "type": "item", + "name": "Cloud of Darkness", + "entries": [ + "Opposed units have disadvantage on Attack tests against this unit." + ] + }, + { + "type": "item", + "name": "Collateral Damage", + "entries": [ + "When this unit makes a successful Power test against an infantry or artillery unit, the unit opposite the target also suffers 1 casualty." + ] + }, + { + "type": "item", + "name": "Consume", + "entries": [ + "As an action, this unit targets an opposed unit with lower casualties than it that it can attack. The target must succeed on a DC 15 Power test or break. Recharge 5\u20136." + ] + }, + { + "type": "item", + "name": "Corrode", + "entries": [ + "When this unit makes a successful Attack test against an opposed unit, that unit takes \u22122 to Attack and Defense. Each opposed unit can be affected by this trait only once per battle." + ] + }, + { + "type": "item", + "name": "Corrosive Breath", + "entries": [ + "As an action, choose three adjacent opposed units. Each unit must succeed on a Power test (DC = 8 + this unit's size) or suffer 2 casualties and gain one acid token. The acid token inflicts 1 casualty. Recharge 5\u20136." + ] + }, + { + "type": "item", + "name": "Create Dead", + "entries": [ + "If this unit causes an opposed unit to break, replace that unit with a Ghoul Infantry unit under the command of this unit's commander. The new unit can act on the commander's next turn." + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + } + ] + } + ] } ] }