September 8, 2010, Wednesday

Troop Builder v2.1

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Contents

[edit] Overview

Before we get into how to create an entire force, we need to know how to build just one figure. The charts shown below take you step by step through this process. The Force Builder v2.1 describes how to assemble those figures into a cohesive force using standard rules that will produce a competitive game.

Part of the fun of WarEngine games is the ability to build characteristics for any figure you might have and want to use in a game, but it can be a fair amount of work. If you'd prefer to jump right in with forces that have been defined already, try either the portal category, the settings category, or the faction category to get started.

If you want just the charts, see the Troop Builder Charts v2.1 article.

[edit] Personal Points

To get started, we need to know what kind of figure we’ll be building, whether it’s a lowly trooper figure or a mighty, heroic character. That decision determines the figure’s basic point value and how many tweaks the figure can include for customizing its abilities. How tweaks are used is explained further under the section on tweaks.

Here is the chart giving the options for a figure’s type. Make a note of your selection and write down the number of points for the figure and the number of points’ worth of Tweaks that the model may take. This will make a difference during game play.

Figure Type Table (T)
Code Points Description Max Tweak Points Max Hero Points1
T 2 Trooper 15 4
E 4 Elite 25 6
C 8 Character 60 12
L 10 Light Vehicle/Monster 15 4
M 20 Medium Vehicle/Monster 25 8
H 40 Heavy Vehicle/Monster 50 12
1 Hero points cost 4 points each and are limited to 1 per full 150 points (both Force and Renown) in the force

The remaining characteristics are summarized in the charts below. After you select the figure’s type, it’s time to determine how fast the figure moves. It can move as little as 0” per turn or as fast as 24”. Different figure types have different maximum Movement values, so this may limit your choices. Select your movement rate and write down this information.

Movement Table (Mv)
Mv Points Notes
0" 0
3" 2
6" 4
9" 6
12" 8 Max for Type: T
15" 12
18" 16 Max for Type: E,C,H
21" 20 Max for Type: M
24" 24 Max for Type: L

After movement, the next characteristic is the figure’s Defense. This will determine how well the figure can survive any number of different types of attack. You select the appropriate Defense value from the chart. Write down your selection and the cost in points to take that Defense value. As with Movement there are limitations on Defense based on the figure type you select.

Defense Table (Df)
Df Points Notes
1k1 0
2k1 4
2k2 8
3k2 12 Max for Type: T
3k3 16
4k3 20 Max for Type: E
4k4 24
5k4 28 Max for Type: C,L
5k5 32 Max for Type: M
6k5 36 Max for Type: H

Following Defense, you will select the figure’s Mental value. Mental is primarily used in Rout tests, but is also used when defending from certain Powers, like Mind Control, or any other effect that depends on inner willpower for defense.

In addition to Mental, you now also select a Control Radius if appropriate. Figures with a Control Radius can act as leaders of a unit. For basic troopers, you probably won’t take a Control Radius, as they aren’t really fit to lead, anyway. On the other hand, a unit where every figure has a Control Radius will never end up leaderless. It’s also equally possible that a powerful character is unwilling or unable to lead others and will therefore take no Control Radius. How many times have we heard a hero from some movie say, “I work alone.” As before, write down the values selected and the points required from the two charts.

Mental Table (Mn)
Mn Points Notes
2k2 0
3k2 2
3k3 4
4k3 6 Max for Type: T
4k4 8
5k4 12 Max for Type: E
5k5 16
6k5 20
A 24 Max for Type: C,L,M,H (Automatic)
Control Radius (CR)
CR Points Notes
0" 0
4" 2
5" 4
6" 6 Max for Type: T
7" 8
8" 10 Max for Type: E
9" 12
10" 14 Max for Type: C,L,M,H

Having chosen all of the personal characteristics for the figure, the last step to complete the Personal Points part of the figure is to determine what Tweaks, if any you choose to apply.

[edit] Personal Tweaks

Each figure, based on its type, has a number of points it may spend on tweaks. Tweaks are adjustments to the figure’s abilities that customize how it performs on the battlefield.

Tweaks that help the figure are called "Edges" and make the figure cost more points. Tweaks that hinder the figure are called "Flaws" and bring the point cost down. The tweaks value listed on the Figure Type Table tells you how many points of edges and flaws you can take for each figure. This includes any personal tweaks on the list below plus any weapon tweaks you may take when building the figure’s weapons. There are also unit tweaks, but these apply to the unit as a whole and are not factored into the figure’s maximum number of tweaks allowed.

A flaw worth -5 points reduces the figure’s cost by five points and counts as five points’ worth of tweaks. An edge worth +3 points increases the cost of the figure by three points and counts as three points’ worth of tweaks. If a figure has both of these, it will have a total cost of two points less than it regularly would and will have used a total of eight points of tweaks.

If you are finding any of this confusing, you can always take a look at the Figure Builder Example, where we go step by step through the entire process and build a new character.

For a complete list of Personal Tweaks that apply to all settings and factions, reference the WarEngine Personal Tweaks section. In addition, settings, factions, or even individual characters or units can have tweaks specific or unique to them. Where that's the case, these tweaks will be noted in the article itself.

[edit] Hero Points

After all tweaks have been selected and written down, there is one more characteristic to calculate. This is the Hero Points that the figure uses to survive hideous amounts of damage that would kill a normal man outright. How you use Hero Points is explained in Figures with Hero Points in the core rules. Go back and review that section now if you feel you need a refresher. Hero Points cost four points apiece, and each troop type is limited in the number they may take. So a character with 8 Hero Points will cost 32 points more than usual. Remember that there are limitations on the overall force as to how many Hero Points may be taken, as described in the Force Builder v2.1. It’s impossible to have every figure have the maximum number of Hero Points. In fact, it is unlikely more than a few will have any at all.

[edit] Arming Them

[edit] Weapon Slots

Now that the figure’s Personal Points have been worked out, you can add weapons. Each type of figure has a certain number of weapon slots, found on this chart. The first weapon slot may only be used for close combat weapons (weapons with no Range characteristic.) Personal tweaks may change the number of slots a figure is allowed, most notably Weapon Master, an edge that allows the figure an extra weapon slot.

Weapon Slot Allowance
Type Slots Notes
Trooper (T) 2 Basic weapons only, except one of every three troopers in a unit (rounded down) may carry one heavy weapon
Elite (E) 3 One heavy weapon, rest are basic only
Character (C) 4 One support or heavy weapon, one heavy weapon, rest are basic
Light Vehicle/Monster (L) 3 Basic or heavy weapons only
Medium Vehicle/Monster (M) 4 One support weapon, rest are basic or heavy
Heavy Vehicle/Monster (H) 5 All weapons allowed

[edit] Weapon Characteristics

The first step in building a weapon is to determine its range. For close combat weapons, skip over this and write down a dash to help you remember that the weapon has no range. Use this chart to determine the Range. Write down the selected Range value and make a note of the number of points spent.

Range Table (R)
R Points Notes
- 0 Close combat only
6" 6
12" 10
18" 14
24" 18
30" 22
36" 26
42" 30
48" 34
LOS 42 Line of sight

Next, you select the weapon’s Attack Value. This determines how effective the weapon is. As before, write down the selected Attack Value and the number of points spent. The selected Attack Value also determines what type of weapon it is. This is important to note since the average trooper can’t use the most powerful weapons. The Basic/Heavy/Support designation applies to both close combat and ranged weapons, so Elites (who may carry only one heavy weapon) could have a huge sword with up to AV 5k4 or a big gun with up to AV 5k4, but not both.

Attack Value Table (AV)
AV Points Notes
1k1 4 Basic
2k1 6 Basic
2k2 8 Basic
3k2 10 Basic
3k3 12 Basic
4k3 14 Basic
4k4 16 Heavy
5k4 18 Heavy
5k5 20 Support
6k5 22 Support

After picking the Range and the Attack Value for the weapon, you need to decide if this is an Area Effect weapon or not. Area Effect means that the weapon is able to affect more than one figure at a time under the right circumstances. For example, grenades explode on impact, sometimes taking out a couple of guys when they do, and a talented swordsman with a two-handed sword may be able to slice off a couple heads with one mighty blow. If the weapon is not going to be an Area Effect Weapon, you can skip over this entire section and move straight on to the weapon’s tweaks.

Area Effect is calculated slightly differently than other characteristics since it is a multiplier instead of a straight additional point cost. Select from the chart the maximum number of targets the weapon may affect. An Area Effect of 2x means two figures. Similarly, 3x means three figures and 4x means four figures. You then take the total spent on Range and Attack Value and multiply it by the amount shown on the chart. The result is the new total cost for the weapon, except for tweaks you may add later. Notice that the Area Effect multiplier is applied before you add tweaks.

Area Effect Table (AE)
AE Mult Notes
- 0 No area effect
2x 1.5 Two figures
3x 2 Three figures
4x 3 Four figures
Example: Dogboy, a Mutant Freak, has scrounged a plasma gun that can shoot balls of plasma. He pays 14 points for an 18" Range and 12 points for a 3k3 Attack Value. He then decides he wants the plasma balls to explode at their target, so he selects a 3x Area Effect. The multiplier is x2, so the cost of his weapon before tweaks is (14 + 12) x 2 thus 26 x 2, or 52 points.

For Area Effect weapons, you also need to pick an Area Effect Type. This does not change the cost of the weapon at all, but defines precisely how the weapon affects multiple targets. Simply select the type you want for the weapon and make a note of it. Details of how Area Effect weapons work are in the Core Rules v2.1, but a quick summary is shown below.

Area Effect Types (AET)
AET Name Notes
CC Close Combat Close combat weapons only, allows the figure to attack multiple opponents in close combat with a single blow
Ex Explosive Any weapon, explodes on the target, affecting additional targets closest to the primary target
Bu Burst Fire Ranged weapons only, sprays a large number of projectiles, hitting a cluster of targets
Li Linear Ranged weapons only, hits a series of targets in a line from the shooter regardless of distance between them

[edit] Weapon Tweaks

Just as you can select tweaks for the figure, you can also select tweak for each weapon. Include these tweaks when determining the figures total tweak points.

For a complete list of Weapon Tweaks that apply to all settings and factions, reference the WarEngine Weapon Tweaks section. In addition, settings, factions, or even individual characters or units can have weapon tweaks specific or unique to them. Where that's the case, these tweaks will be noted in the article itself.

[edit] Special Powers

Weapon slots are also used for building Special Powers, like Mind Control and Teleport. Special Powers are built similarly to weapons except that they use their Attack Value differently to determine success or failure. What the Special Power actually does is determined by the Special Power tweak applied, so they always cost a little bit more than a similar weapon that does normal attacks.

Success and failure for Special Powers is resolved in one of two ways, depending on whether the target is willing or unwilling. Special Powers which affect the figure using the power on friendly figures use the Attack Value roll just like Rout tests use Mental. Roll the Attack Value and if the total is 10 or more, the Special Power works as planned. Special Powers which affect enemy figures use the Attack Value as normal, except that the target figure rolls using his Mental instead of Defense and normal Defense Adjustments do not apply.

Example: WillowFire the Wizard attempts to use his Teleport power (AV 4k3) to teleport a friendly Knight into close combat with a Goblin Archer on a nearby tower. Since the Knight is a friendly figure, WillowFire rolls 5, 4, 2, and 2. Discarding the lowest, he gets a total of 11. Since this is 10 or more, the Knight is instantly transported into combat with the surprised Goblin.
Another Example: A raving Goblin Beserker with an Unholy Maul runs out of the woods, waving and screaming that he’ll have WillowFire’s liver for breakfast. Unfortunately, he can’t run fast enough to get to the Wizard before he has an opportunity to fire off another Teleport (still AV 4k3.) The Beserker has a Mental of 5k5 since he’s too insane to be easily affected by that kind of stuff. WillowFire rolls 6, 4, 3, and 3 for a total of 13. The Beserker rolls 6, 4, 3, 2, and 1 for a total of 16. His insanity saves him from being teleported away and WillowFire had better come up with another plan fast.

As described above, the Special Powers listed below modify the actual effect of the “weapon.” In most cases, such as Rally, it ceases to be a real weapon at all. The effects described assume the Power is used successfully. In some cases, there is still an effect if the Power fails. If so, the failure effect is also described. Otherwise, it is assumed that on a failure, nothing happens. Each Power may only be used once during the figure’s activation and may be placed on reserve, just like a weapon. Unless otherwise stated, the user may target itself. There are a few important differences between normal weapons and Special Powers, detailed below.

  • Special Powers may always be used while in close combat, including against close combat opponents, even if they have a range characteristic. If used against a close combat opponent, it is treated as a close combat weapon for that use, so any tweaks that refer to close combat attacks apply.
  • Special Powers may not be used in conjunction with Massed Attacks.
  • A weapon slot used for a Special Power may only have one Special Power and may not take other weapon tweaks, except Multiprofile. The Multiprofile weapon tweak will allow a figure to apply multiple Special Powers or a combination of weapons and Special Powers into a single weapon slot as normal.
  • Special Powers may not be Area Effect weapons. Some Special Powers are innately Area Effect in that they will affect an entire unit, such as Rally or Terror.
  • Unlike normal weapons, Special Powers placed on Reserve may be used during the Follow Up phase.

For a complete list of Special Powers that apply to all settings and factions, reference the WarEngine Special Powers section. In addition, settings, factions, or even individual characters or units can have Special Powers specific or unique to them. Where that's the case, these Special Powers will be noted in the article itself.

[edit] Figure Builder Example

As is our WarEngine tradition, we will build the character WarpEyes using the above system. more...