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Vitality | plus-circleMilitary: The base supports, trains, and outfits one squad of soldiers per point of Vitality rating. A base's soldiers will gladly defend the base or fight for its interests afield, and serve as the first line of defense against soldier squads fielded by other bases. See Squad Combat below for the ways in which a squad acts and fights differently than an individual. plus-circleSoldier Stats: All soldiers produced by a given base are level 5 and have a single shared statistic block, making them all functionally identical. minus-circleNot Adventurers: Squads of soldiers are trained for combat against other squads or perhaps the occasional lone rampaging megabeast. They do not do well in a typical dungeon environment or other circumstances requiring uncommon courage, subtlety, and cleverness. More importantly, squads are a tool for having a specific type of fun with the game and can actively interfere with the normal type of fun (unless players really love the idea of sitting around doing nothing while NPCs do all the work and claim all the glory, I guess). The referee has the right to tell you no if you want to bring squads into situations that they're not meant for. |
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Sidebar: Scaled Combat |
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plus-circleSquad Scale: Squads operate on a larger, more zoomed-out scale than single-creature skirmishes do. When running a combat that involves one or more squads, every hex represents 5 meters instead of one meter. This can also be useful when running battles involving extremely large participants (like kaiju fights) or extremely long distances (like if adventurers must approach a distant position with very long-range weaponry being used against them). plus-circleTL;DR: Reduce all distance/size measurements in the game by two steps on the 1 → 2 → 5 → 10 → 20 → 50 → 100 → etc scale. That's 90% of the idea here; all else is clarification. minus-circleA Note Before We Begin: The Annulus ruleset, while simple in structure, is also very large. There will no doubt be a few random edge-cases and ambiguous situations that crop up that aren't clearly covered by the following rules. The best thing to do when this happens is for the referee to simply make a call (with deliberation among the other players if necessary/desired) so that the game can resume with a minimum of fuss. plus-circleScaled Movement: Taking a move action while in scaled combat allows a creature to move 1 space instead of 5, or 2 spaces if they take a dash action. If a creature has an impairment to movement for whatever reason, it takes two actions to move 1 space instead of the normal 1 action. If a creature has two impairments to movement, they must take a total of 5 movement actions in order to move a single space. When multiple actions are required to move a space, these actions can be taken over multiple successive rounds if necessary/desired. plus-circleScaled Reach: All distances and measurements are dropped two steps on the 1 → 2 → 5 → 10 → 20 → 50 → 100 → etc scale in terms of how many hexes away they extend. For example, an Archer attack (which normally has a range of 20 meters/hexes) now has a range of 5 hexes instead. plus-circleEngagement: Attacks and effects with a reach of less than 5 meters now require their user to physically enter the same space as their target in order to use them, or use a special “Engage” action against any target in an adjacent space. By making a single Engage action, engager and engagee are considered to be 2 meters apart (partial engagement). Two Engage actions reduces this effective distance to 1 meter (full engagement). Engagement can be canceled by either engager or engagee taking an action to “Disengage”, which reduces full engagement to partial engagement or completely removes partial engagement. If either side is wiped out/killed, engagement is removed automatically. When engaged, neither side can make movement actions without disengaging first. plus-circleScaled Space: Squads occupy space as creatures two sizes larger than they actually are. Creatures occupy space in squad scale as if they were two sizes smaller than they actually are. A squad of human-sized soldiers (size 5) or a single size 7 creature would therefore occupy a single space in squad scale, but a lone human would occupy 1/5 of a space (and therefore be able to comfortably share a space with up to four allies). A squad of size 6 soldiers (or regular size 5 soldiers mounted on size 6 warbeasts) would occupy a single space and all adjacent spaces, but a single size 6 fighter would occupy only 1/2 a space. plus-circleScaled Area of Effect: Attacks and effects with an area of effect greater than a single space/target are similarly reduced in scaled combat by two steps on the 1 → 2 → 5 → 10 → 20 → 50 → 100 → etc scale. This sometimes causes an effect to strike only part of an entire space- see the Scaled Radial AoE sidebar below for a full conversion chart. If a space is only half struck by a scaled area of effect, then it effects only half of the total occupants of that space by volume (rounded up). If it's important/you don't mind a little extra work, a creature is equal to two creatures of a size one category smaller than itself for purposes of this calculation. |
Sidebar: Scaled Radial AoEs | |
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Normal AoE | Scaled |
1 +1 adjacent | Half |
1 +2 adjacent | Full |
1 +5 adjacent | Full +1 Half adjacent |
1 +10 adjacent | Full +1 Full adjacent |
1 +20 adjacent | Full +2 Full adjacent |
1 +50 adjacent | Full +5 Full adjacent |
etc | etc |
Sidebar: Squads |
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plus-circleWhat's a Squad?: A squad is a group of 10 identical soldiers that move, fight, live and die as a single unit. This abstraction is a way for the game to simulate mass combat between many individuals without slowing the action down to a crawl. plus-circleSize: Squads occupy space, carry weight, and crew vehicles as a single creature two sizes larger than the squad's constituent members. In scaled combat, this means that they occupy space as a single creature of their size would do normally. plus-circleMultiattack: Unlike a creature with levels in the Swarm class, every member of a squad is a fully-competent and contributing member to its success. When a squad takes an action, that action's effects are multiplied by the total members of that squad. This means that a fully-staffed squad's attacks hit 10 times simultaneously. plus-circleStacked Health: |