Crusade
These are the Crusade 7th edition rules:
Special thanks to Games Workshop and Wizards of the Coast for rules inspiration.
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[i]In the year 2800, the world has been devastated by a great nuclear war in the 23rd century, which was initiated by the alien and primordial entity Tharizdun who entered the marterial universe, resulting in the destruction of the internet and the near-extinction of humanity. Twelve years later, in the year 2278, Julius Caesar was ressurected to lead the remnants of humanity. Inevitably, due to the intense radiation, all regions of Earth except for Europe, North Africa, and the northern Persian Gulf(including Iran, which was destroyed later) were deemed inhopsitable, and the emergence of abhuman species known as elves, goblinoids, and orcs appeared. In addition, there were the superhuman Praetorians, and the more recent Drow(dark elves) of what was once Russia and the southern Akaddis Empire, along with the fallen Fellic legions of Tharizdun's will.[/I]
[i]For nearly four hundred years humanity as been shattered, enslaved itself, redefined, and warred in this eternal conquest for dark glory. Since Caesar's death at the hands of the Orc-Goblins, the Second Roman Empire has dedicated the purpose of its people to war, and only war, so that the anomaly flame can finally be extinguished, and humanity can become pure again, in this radical belief and vision of the perfection of man. The Praetorian Legions of Britannica believe themselves to be the next chain in evolution, and each individual specimen is but an outdated blight that must be upgraded. Deaths ranking amongst the hundreds for a suitable host are considered reasonable. This is a universe that preaches the expendability of the individual. Only the leader is powerful because he controls society, but at the same time society controls the leader. Executive power is but an illusion, and ignorance is amongst the masses.[/i]
[i]Henceforth, as the masses have the true power, ignorance is strength. From the Akaddis viewpoint, they are the successors to this great cause, and each life taken, each life that was connected to a family, a community, is irrelevant, because thousands of similar lives are taken by this fanatical force every day, and these lives are but ignorant and unaware, themselves dying for a false cause, and so they must come. The elves themselves are bio-engineered variants, each perfected for their purpose, but there will be no more of them because of how dysfunctional their artificial pod-birthing process is; soon they will be a relic of the past.[/i]
[i]In the year 2800, to be an ordinary human is to live in a hellish nightmare that must be accepted as reality. Past generations have fallen to delusion before, and that will never happen again. Each Roman legionary was once a farmer, a teacher, a father, a shopkeeper. Now they are thrust facing orc-goblins of similar situation, whom they treat with absolute hate and spite. Many die, each one insignificant; their stories will never be told. The sweat of the individual runs down, he stays with his formation, unflinching, knowing full well that he will most likely die. He is no veteran, no superhuman, no bearer of any spectacular hardship. For five hundred years, this has been the norm. Genocide and slaughter are but light condiments of a meal.[/i]
[i]Welcome to the world of Crusade.[/i]
[size=200][b]Crusade 7th Edition[/b][/size]
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Welcome to the game of Crusade, as in Tacowizard's version of Crusade. Crusade is a high quality wargame that simulates the battles fought in a dark, distant future. Here the rules of these simulations are explained.
[b][size=150]Summary of Statistics[/size][/b]
This is a Roman Legionnaire's stablock:
Legionnaire L HP 27 AC 18(Lorica Segmentata) Cost 15 G
Stats: 6, 3, 1, 2, 0, 1, 2, 2
Polearm Master: If an enemy unit moves within the reach of this unit's Spear attack during the Move or Charge phase, it is immediately attacked with that attack no matter what phase it is.
Attacks:
Pila: 4, assault, STR+PF, 7 piercing, this attack can only be used once. If the target has the word 'shield' in the text to the right of their AC and is adjacent to an enemy unit with the word 'shield in the text to the right of their AC, they no longer have the word 'shield' and any text to the right of that word in that text and their AC decreases by 2+(the number to the right of the word shield, if any).
Spear: melee, , STR+PF, 11 piercing, reach,
Gladius: melee, ,STR+PF, 9 slashing,
Tags: Armored
What does all of this mean? Here these intricate details are explained:
These: [quote]Stats: 6, 3, 1, 2, 0, 1, 2, 2 [/quote] are this list of attributes called stats that stand for:
(Along with HP and AC, abbreviations,and abilities)
Abbreviation: The unit's representation on the grid-based battlefield. Sometimes abbreviations can be a 2x3 or larger group of characters due to larger units. This does not mean they can be turned. In those cases the abbreviation might be put elsewhere than its standard position.
HP: Hitpoints, an abstract measure of how much damage a unit can take before being unsuitable for combat.
AC: Armor Class, an abstract measure of how hard it is to damage a unit.
Abilities: These non-attack attributes are called abilities, which give their unit effects.
Speed: How many units a unit can move.
Strength(STR): How physically strong a unit is.
Dexterity(DEX): Used for initiative and how agile or quick the reflexes of a unit are.
Constitution(CON): Used for many saving throws; represents the general durability of the unit.
Intelligence(INT): Intelligence represents the ability to quickly memorize knowledge and act quickly instead of 'general intelligence'. This is used frequently for stats.
Wisdom(WIS): Represents the ability of the unit to observe the situation and their knowledge of the natural world.
Charisma(CHA): Represents the willpower of the unit, usually used during the Morale phase.
Profficency(PF): Used to represent the general skill level of the unit.
Along with stats for each unit, each attack has the following attributes presented in this order: [quote]Spear: melee, , STR+PF, 11 piercing, reach, [/quote]
Attack Name: This is the attack name.
Range: Represents how far the attack can be made in units. Melee signifies a range of 1 unit.
Ranged Attributes: Attributes that only exist for ranged weapons.
ATK Bonus: How easily an attack lands on a target.
DC(Difficulty Check): Sometimes attacks don't use ATK Bonus and instead use DC. Any time a unit is attacked by a DC attack they make something called a 'saving throw', which uses the elements of a DC-based attack. An attack that uses DC will have the term DC after where its attack bonus would be.
Damage and Damage Type(s): How severe an attack is. I don't use 40k-style wounds due to how overly gritty that is.
Other Attributes: Other attributes.
Note that the stats for each unit and attack are always listed in that order.
In addition to those, here are some other basic rules which are every important:
Advantage and Disadvantage: When a unit gains advantage to a stat, they gain the following benefits:
+4 to ATK bonus and Saving Throws that use that stat.
Any other form of advantage is a +4 for whatever advantage is given to.
When a unit gains disadvantage for a stat, the opposite effects are given. A unit cannot have multiple advantages or disadvantages. If a unit has both advantage and disadvantage, they cancel out.
Initiative: Initiative is a number that equates to the DEX stat of a unit. In order to determine who goes first in a turn, the average initiative of every unit in one army of that turn is compared to the average initiative of every unit in the other army of that turn.
Specifically:
Command Phase - Warlord Units Initative
Move Phase -Total Army Initiative
Mana Phase - All units with Psionics and/or Spellcasting attack Initiative
Heavy Support Fight Phase - Heavy Support, Transport, and Very Heavy Support Units Initiative
Charge Phase - Cavalry Units Initiative
Fight Phase - Troops and Elites Units Initiative
Moral Phase - Total Army Initiative
The initiative of an individual unit is irrelevant by itself-once it has been decided who goes first for that turn, the player for that army can decide whatever units that are of that phase go first.
If there are no units of the chosen classification for a phase, such as if there are no Warlords for one side, they act as if their initiative is -999.
If for some reason there is a draw in average initiative, refer to this chart:
Elves Drow Fellic Demons Praetorians Terminatus Type 1 and 2 Orc-Goblins Other Praetorian Legions Akaddis Empire Second Roman Empire Veterans Target Dummies Second Roman Empire
The army that is the highest goes first.
Types of Units:
Each unit has a classification found on its faction rules page, where its army can be found. These classifications are:
Warlords-Important units that function similar to high-ranking officers.
Troops-Standard troops.
Elites-Low ranking officers, elite units, or specialized auxiliary units, depending on the army.
Transport-Vehicles dedicated to transporting troops and sometimes elites.
Cavalry-Units with a very fast speed consisting mostly of but not entirely of equestrian units.
Heavy Support-Powerful units that act as artillery pieces.
Very Heavy Support-Very expensive and powerful units consisting mostly of super-heavy units.
Tags: Tags are located at the bottom of each unit and designate important information about that unit.
NOTE: I recommend numbering units that are the same to each other, such as L2 and L4, and having a 'key', similar to a map key, stating the various changes of each unit.
NOTE: When calculating distances, always round to the nearest whole unit after finishing all calculations.
[b][size=150]Mechanics of Battle[/size][/b]
The following rules explain the phases of battle. Note that some portions may still be unclear as the rules for army-building will be discussed later.
There are 7 phases of battle. They are:
Command: The Warlords plan and command their troops.
Move: The units move around the battlefield.
Mana: Both forces unleash their arcane weaponry.
Heavy Support Fight: The Heavy and Very Heavy Support units attack, as well as the Transport units.
Charge: A special phase that only exists for some units and is similar to the Move phase.
Fight: The other units attack.
Morale: Both armies regather and test their units' morale. Morale is not whether or not a troop runs away, or gives up fighting. Morale is when a troop flinches, becomes tired, or forgets their duty over death and reverts to their survivalist tendencies, even if for only a moment.
[b]Command Phase[/b]
At the start of this phase, both armies gain 1 CP(Command Point), which they must keep track of. This will have use later on, trust me.
Any effects that explicitly state that they happen in this phase also happen. Check with your opponent for such effects.
[b]Move Phase[/b]
There are two steps in the Move Phase:
Moving Units
Reinforcements
1. Moving
There are four types of movement in Crusade:
Normal Movement: This is the default type of movement and the one used when a player states simply that a model moved somewhere. The unit chosen moves up to half its speed in any direction. Units cannot move onto other units or through them, even if they are prone. No unit moving this way can move within 1 unit of an enemy unit.
Advancement Movement: This form of movement is used whenever a player says something similar to 'this unit advances to...'. The unit chosen moves to its movement speed, but cannot make ranged attacks unless it is a Cavalry unit. No unit moving this way can move within 1 unit of an enemy unit.
Stationary: This form of movement is assumed when no form of movement is assigned to a unit. The unit does not move.
Fall Back: This form of movement allows for units to move through within 1 unit of an enemy unit, however, they cannot end their movement there. Otherwise it is the same as Normal Movement.
2. Reinforcements
Sometimes some armies will have reinforcements. Reinforcements are units that are not on the battlefield and cannot participate in the battle in any way. When a reinforcement unit is deployed, it is deployed on the left/right edge of the battlefield depending on whether or not the player's deployment zone for their army is on the left/right side(more on that in army-building rules). Reinforcements obviously cannot be on top of other units.
Terrain Movement
Sometimes there will be Terrain on special maps in certain games. These terrain features usually feature attributes that make moving over them more consuming.
Flying
If a unit has the flying tag, when it moves in any way, it ignores any rules limiting it to not moving through anywhere except off the battlefield. It also can move through units. However, it cannot end its turn on a unit or within 1 unit of that unit. This is because the underbellies of many flying machines in Crusade are fairly weak.
Transports
Any unit that is classified as a transport is subject to these rules:
All transport units have a transport capacity stated somewhere on their statblock. This represents how many units can be stored within that transport.
If an Elite, Troop, or Warlord unit moves within 1 unit of a transport unit after its part in the move phase, they may choose to embark on it. That unit is now stored within the transport unit, which can be represented in the key under the battlefield map. The unit's initiative is still counted, however.
When a unit is inside a transport, they can be affected by nothing, and they can affect nothing, unless specifically stated. Henceforth they can't move or attack in a transport.
During the move phase, during the unit stored inside the transport's part, it may choose to disembark the transport. This can only be done if the transport has not moved at all before that unit inside it disembarked.
If a unit disembarks a transport, put it in an untaken position directly adjacent to the transport, or up to 2 units away from it. The unit can act normally, however its action to move out of the transport(disembarking) counts as it having moved that phase.
If a transport unit is killed, all units inside it immediately act as if they had disembarked from that transport. If they cannot, they die.
[b]Mana Phase[/b]
This phase dedicates itself to the use of two attacks and two attacks only, Spellcasting and Psionics.
Spellcasting is a broad term applying to Arcane Spellcasting, Divine Spellcasting, Pact Spellcasting, and Primal Spellcasting. Arcane Spellcasting focuses on combining onself's ability with the raw energy around themselves and converting them into a multitude of different forms including Necromancy(life magic), Divination(time magic), Abjuration(space magic), etc., Divine and Pact Spellcasting focus on drawing power from a powerful entity, and Primal Spellcasting focuses on deciding not to translate the raw energy and instead use it, forcing one to revert to more primitive forms of spellcasting; however these variants are more powerful in terms of raw strength.
Psionics is very different from Spellcasting, though both practices are considered magic. Whereas Spellcasting harnesses the ability of nature and/or the energy of the universe into power, Psionics uses the mind and emotion as a weapon, and as more rage, or more fanaticism is created, the power of Psionics draws upon that and grows stronger. In short, Spellcasting can be considered a natural technique, and Psionics is completely artificial, due to the simpilistic nature of animals. A variant of Psionics is called Ki, which is formed from the void of emotion. Where a human or other fully sentient organism contains both immense(relative to other organisms) intellectual potential and immense natural power(as all life forms do), Ki focuses on the natural power overtaking the intellectual power, or more accurately replacing it, thus pushing the body past its normal limits. Ki is somewhat similar to Primal spellcasting, but unlike it does not draw from the outside energy, due to its unruliness.
But that's enough flavor text. Here we go.
1. Spellcasting
Spellcasting is a special attack that looks like this from a nominal perspective:
Spellcasting: ,magic, ATK bonus and DC, , ,
Generally, the ATK bonus is calculated by (whatever specified stat) + PF + any other modifiers, and DC is calculated by 8 + (whatever specified stat) + PF + any other modifiers.
Spellcasting in Crusade uses the Vancian DnD magic system. There are spells ranging from 0 to 9th level. Usually the 0th level spells are referred to as cantrips.
Spells are organized into slots by level. For example, a Wizard could have 5 4th level slots, and 8 2nd level slots. Their spell list would look like this:
2nd Level: (8 slots) spell stuff spell stuff
4th Level: (5 slots) spell stuff
Each spell individually can be seen as a differentiated attack. A single spell looks like this:
Spell Name, range
An example is:
Magic Missile 24 Choose three targets. They are dealt 3 force damage.
Note: Notice there is no mention of DC or ATK bonus in that spell. Don't use those unless explicitly stated.
Every time a spell is used, subtract one from the remaining amount of slots of its level. This does not apply to Cantrips. Once a spell level has 0 slots, those spells can no longer be used except by slots from a higher spell level.
Concentration
Sometimes spells require concentration. If a unit is concentrating on a spell they cannot cast any other spells that require concentration without breaking the concentration of the first spell. If a unit takes damage whilst concentrating on a spell, they make a (spellcasting stat they use) 10 + (half of the damage they took) Type 3 Saving Throw. If they fail, they lose concentration.
Duration
Sometimes spells have a set duration. When that duration passes, the spell fades.
2. Psionics
Note that in this game, Ki and Psionics are two mechanically different things due to Ki manifesting physically and so counting as normal attacks.
Psionics works similar to Pysker abilities in Warhammer 40,000. The Psionics attack cannot be used by a unit that has fallen back(as in the move action) in the move phase.
Psionics from a nominal perspective look like this:
Psionics: (how many powers this unit can manifest/deny)
Yes, there are no other attributes. But Psionics is still a ranged attack.
Psionic Ability
Each Psionic unit knows a list of Psionic abilities. Every unit with the Psionics attack knows the power called Smite.
Manifesting Psionic Powers
For Psionics, each individual power except for Smite can be used a maximum of once per turn for that army, even for seperate users. For example, if there are two Praetorian Psionics, and one of them casts Antimagic Missile, the other one cannot cast Antimagic Missile.
Every time a Psionic attempts to manifest a Psionic Power, they must first pass a Psionic Test. A Psionic Test is passed when the Charge value of the attempted Power(located with every individual power) does not exceed the value of this python code:
[pywindow] import random dicevalues=["1","2","3","4", "5","6", "7","8", "9", "10" , "11" , "12"] random_index = random.randint(0,len(dicevalues)-1) print(dicevalues[random_index])
[/pywindow]
When the value of that python code is affected by advantage or disadvantage, or affected in any way, have that effect halved(rounded).
Any time the value given by the Psychic Test(from the python code, unmodified) is a 1 or a 12, the unit using Psionics takes 40 psychic damage. If this kills the unit, every unit, friendly or not, within a radius of 3 units from the Psionics-using unit also takes 40 psychic damage.
Psionic Denial
A Psionic unit can choose to attempt to deny a Psionic power. If they do so, then they select one Psionics-using unit within 12 units of them. The next Psionics Test used by that unit that was selected by the denying unit has its value halved(rounded up). Each individual unit can only deny a maximum of one power in a single Mana phase no matter how many powers it can manifest in that phase(which is given by the attack), unless otherwise stated.
On the text for how many Psionic powers a unit can manifest/deny, it means how many Psionic powers a unit can manifest and deny, which are numbers seperate of each other.
By the way, here is the statblock for the common psionic power Smite:
Smite Charge 5. Add 1 to this charge every time another unit from the same army uses Smite in the same psionic phase.
Choose an enemy unit within range 9 of this unit. It takes 40 psychic damage. If the Psionic Test value was greater than or equal to 11, this instead does 93 psychic damage.
[b]Heavy Support Fight Phase[/b]
This phase is dedicated to the attacks of Heavy and Very Heavy Support units(and Transport units). As such, it would be best to explain the mechanics of attacking.
After resolving initiative, choose which units attack first. This will be split into two sections; ranged attacks and melee attacks.
Note that some rules overlap, and many, if not all of these rules apply to the normal Fight phase as well.
1. Ranged Attacks
After choosing a unit to attack with, choose a unit to attack. That unit is called the target. The target must be in the range specified by the attack. No unit can use a ranged attack on a target 2 units or less away from them.
Number of Attacks Sometimes units have an attack called Multiattack. This means they use multiple attacks in one attack. These different attacks can have multiple targets.
Ranged Attack Attributes
There are six types of attributes for ranged weapons. They are magic, assault, heavy, grenade, and light.
Magic: Assumed attribute for spellcasting and psionics. No other rules.
Assault: If a unit has advanced on the move phase, it can still use an Assault ranged attack, but the ATK bonus or DC of that ranged attack is decreased by 2.
Heavy: Heavy weapons are big and heavy. If a unit moved in the move phase and was carrying a heavy weapon, they have disadvantage for the DC or ATK bonus of that weapon.
Grenade: Grenades as weapons are usually weapons that can only be used a certain amount of times. Grenade attacks can be used on other friendly units' turns during the Fight or Heavy Support Fight phase, even if it is not the attacking unit's turn.
Light: Light weapons, because of their small size, ignore the rule that they cannot target units 2 units or less closer to them.
2. Melee Attacks
After choosing a unit to attack with, choose a unit to attack. That unit is called the target, and it must be within 1 unit of the attacking unit, unless otherwise stated.
Engaging the Enemy
Before attacking, each unit that will make a melee attack can move up to 1 unit if it becomes adjacent to an enemy unit.
Number of Attacks Sometimes units have an attack called Multiattack. This means they use multiple attacks in one attack. These different attacks can have multiple targets.
Select Target and Weapon
In most cases the target must be a unit adjacent to the attacking unit for melee attacks. Then, choose a melee attack to use against that unit.
[b]Making Attacks[/b]
Let's go back to the Legionnaire's Spear attack.
[quote]Spear: melee, , STR+PF, 11 piercing, reach, [/quote]
ATK Bonus and Armor Class(AC)
To start, for ATK Bonus based attacks, subtract the the ATK Bonus of the attack from the AC of the unit being attacked.
Then correspond that to this chart:
1 - 100 2 - 95 3 - 90 4 - 85 5 - 80 6 - 75 7 - 70 8 - 65 9 - 60 10 - 55 11 - 50 12 - 45 13 - 40 14 - 35 15 - 30 16 - 25 17 - 20 18 - 15 19 - 10 20 - 5
The left side corresponds to the AC - ATK Bonus and the left side corresponds to the percentage of damage dealt. Always round to the nearest whole unit. Every attack does at least 1 damage. The amount of damage is given in the attack.
If the difference exceeds 20, act as if it were 20. If it is less than 1, act as if it were 1.
For saving throws, follow these rules:
There are three types of saving throws. Type 1, 2, and 3.
Let's look at an example saving throw attack.
Molotov Cocktail: 12, grenade, DEX+PF+8 DC Type 1,18 fire, blast
Type 1 Saving Throws work like this:
Subtract the stat of the stat in the DC of the unit being attacked from the DC. That value then corresponds to this chart:
1-50 .... 11-75
..... 19-95 20-97.5 21-100
Or simply use the formula 47.5 + 2.5x where x is the difference. The right side corresponds to the percentage of damage dealt.
Type 2 Saving Throws work like this:
Everything else is the same as Type 1.
1-0 ....... 21-100
Essentially this formula: -5 + 5x.
Type 3 Saving Throws work like this:
If the unit's stat for the stat included in the saving throw +10 is greater or equal to the DC, then nothing happens.
[b]Common Attributes[/b]
These are the list of common attributes that might be used:
Blast: Does damage to all units adjacent to the target's position as well as that position.
Reach:(Melee only) This attack cannot attack units diagonally, nor can it attack units that are 1 unit away from the attacking unit. Instead, this melee attack hits units 2 units away from this unit.
Prone: If an attack causes a target to become prone, then it can only use the Normal Movement move option and gains disadvantage on ATK bonus and ATK bonus attacks against it have advantage. Prone units can be moved through, but cannot have a unit on them at the end of that unit's movement. These effects end when the Prone unit uses its attack to stand up.
Stunned: If an attack causes a target to become stunned, that unit cannot move during the move phase or charge during the charge phase. ATK bonus attacks have advantage against this unit. This unit also always acts as if it had a 21 for any saving throw using the STR or DEX stat. Any melee attack against the unit does double damage.
Poisoned: A poisoned unit has disadvantage on ATK bonus.
Invisible: An invisible unit is actually quite visible because of how easily detectable tracks are to a trained eye, but it still has advantage with ATK bonus and ATK bonus attacks against it have disadvantage.
Frightened: A frightened unit immediately fails morale checks, and cannot move left or right during the Move or Charge phase corresponding to the opposite direction of its deployment zone.
Blinded: A blinded unit has disadvantage to ATK bonus and ATK bonus attacks against it have advantage.
[b]Charge Phase[/b]
Choose a unit. It cannot be a heavy support, very heavy support, or transport. It also cannot have advanced or have fallen back in the move phase, and cannot be adjacent to an enemy unit.
That unit then charges. It then chooses the target of the charge, which is an enemy unit up to 6 units away from the initial position of the charging unit. The charging unit then moves up to 3 units in the direction of its target. A unit that has charged cannot use the Engaging the Enemy rule in the Fight phase.
Repeat this for all units you want to charge.
[b]Fight Phase[/b]
This is identical to the Heavy Support Fight Phase, and most of the combat rules are listed there, with two key differences:
Units that charged in the last charge phase have a +3 to initiative. They also cannot use ranged attacks.
Only Warlords, Troops, Elites, and Cavalry act.
[b]Morale Phase[/b]
During the Morale Phase, every unit must take a Morale check. Once every unit has finished, the morale phase ends.
A Morale Check is essentially a Type 3 Charisma saving throw, and is 10+(amount of units killed in the round divided by 6 rounded).
If a unit fails a Morale check, then it must remain stationary during the next move phase or not be able to move to the opposite direction of its army's deployment zone.
[b][size=150]Setting Up the Game and of Command Points[/size][/b]
Before moving with the section, lets explore two simple but essential aspects of the game; its purpose and the grid.
Usually, the game is ended when one army completely destroys the other, or when one player resigns, or when both players agree to draw. Each game is called a battle, and the way the game ends can happen in other ways depending on special rules present.
The standard grid is a 24x30 grid, if we count rows and then columns like matrices in precalculus.
It looks like this:
[color=#f00]_ _ _ _ _ _ _ _ _[/color] _ _ _ _ _ _ _ _ _ _ _ _[color=#00f] _ _ _ _ _ _ _ _ _[/color] [color=#f00]_ _ _ _ _ _ _ _ _[/color] _ _ _ _ _ _ _ _ _ _ _ _[color=#00f] _ _ _ _ _ _ _ _ _[/color] [color=#f00]_ _ _ _ _ _ _ _ _[/color] _ _ _ _ _ _ _ _ _ _ _ _[color=#00f] _ _ _ _ _ _ _ _ _[/color] [color=#f00]_ _ _ _ _ _ _ _ _[/color] _ _ _ _ _ _ _ _ _ _ _ _[color=#00f] _ _ _ _ _ _ _ _ _[/color] [color=#f00]_ _ _ _ _ _ _ _ _[/color] _ _ _ _ _ _ _ _ _ _ _ _[color=#00f] _ _ _ _ _ _ _ _ _[/color] [color=#f00]_ _ _ _ _ _ _ _ _[/color] _ _ _ _ _ _ _ _ _ _ _ _[color=#00f] _ _ _ _ _ _ _ _ _[/color] [color=#f00]_ _ _ _ _ _ _ _ _[/color] _ _ _ _ _ _ _ _ _ _ _ _[color=#00f] _ _ _ _ _ _ _ _ _[/color] [color=#f00]_ _ _ _ _ _ _ _ _[/color] _ _ _ _ _ _ _ _ _ _ _ _[color=#00f] _ _ _ _ _ _ _ _ _[/color] [color=#f00]_ _ _ _ _ _ _ _ _[/color] _ _ _ _ _ _ _ _ _ _ _ _[color=#00f] _ _ _ _ _ _ _ _ _[/color] [color=#f00]_ _ _ _ _ _ _ _ _[/color] _ _ _ _ _ _ _ _ _ _ _ _[color=#00f] _ _ _ _ _ _ _ _ _[/color] [color=#f00]_ _ _ _ _ _ _ _ _[/color] _ _ _ _ _ _ _ _ _ _ _ _[color=#00f] _ _ _ _ _ _ _ _ _[/color] [color=#f00]_ _ _ _ _ _ _ _ _[/color] _ _ _ _ _ _ _ _ _ _ _ _[color=#00f] _ _ _ _ _ _ _ _ _[/color] [color=#f00]_ _ _ _ _ _ _ _ _[/color] _ _ _ _ _ _ _ _ _ _ _ _[color=#00f] _ _ _ _ _ _ _ _ _[/color] [color=#f00]_ _ _ _ _ _ _ _ _[/color] _ _ _ _ _ _ _ _ _ _ _ _[color=#00f] _ _ _ _ _ _ _ _ _[/color] [color=#f00]_ _ _ _ _ _ _ _ _[/color] _ _ _ _ _ _ _ _ _ _ _ _[color=#00f] _ _ _ _ _ _ _ _ _[/color] [color=#f00]_ _ _ _ _ _ _ _ _[/color] _ _ _ _ _ _ _ _ _ _ _ _[color=#00f] _ _ _ _ _ _ _ _ _[/color] [color=#f00]_ _ _ _ _ _ _ _ _[/color] _ _ _ _ _ _ _ _ _ _ _ _[color=#00f] _ _ _ _ _ _ _ _ _[/color] [color=#f00]_ _ _ _ _ _ _ _ _[/color] _ _ _ _ _ _ _ _ _ _ _ _[color=#00f] _ _ _ _ _ _ _ _ _[/color] [color=#f00]_ _ _ _ _ _ _ _ _[/color] _ _ _ _ _ _ _ _ _ _ _ _[color=#00f] _ _ _ _ _ _ _ _ _[/color] [color=#f00]_ _ _ _ _ _ _ _ _[/color] _ _ _ _ _ _ _ _ _ _ _ _[color=#00f] _ _ _ _ _ _ _ _ _[/color] [color=#f00]_ _ _ _ _ _ _ _ _[/color] _ _ _ _ _ _ _ _ _ _ _ _[color=#00f] _ _ _ _ _ _ _ _ _[/color] [color=#f00]_ _ _ _ _ _ _ _ _[/color] _ _ _ _ _ _ _ _ _ _ _ _[color=#00f] _ _ _ _ _ _ _ _ _[/color] [color=#f00]_ _ _ _ _ _ _ _ _[/color] _ _ _ _ _ _ _ _ _ _ _ _[color=#00f] _ _ _ _ _ _ _ _ _[/color] [color=#f00]_ _ _ _ _ _ _ _ _[/color] _ _ _ _ _ _ _ _ _ _ _ _[color=#00f] _ _ _ _ _ _ _ _ _[/color]
Each _ represents an empty, unoccupied position, and each position has the length and width of a unit(as in the unit of length/width, not a unit as in a combatant).
The red represents the deployment zone for the first army, and the blue for the second.
The key for units would be at the bottom and look something like this:
Army 1 Legionnaire1 HP 8 Legionnaire2 HP 12 Legionnaire3 HP 13 Legionnaire4 HP 4(AC decreased by 1) Centurion1 HP 42
Army 2 Praetorian Legionary1 HP 55 Praetorian Psionic1 HP 156(poisoned)
etc.
The representations of these units on the battlefield would look like (abbreviation of unit)(unit number).
This is the general route of battle:
1. Two players agree to battle. 2. Both players are given the grid and maximum gold value for the battle. 3. Both players choose their faction or subfaction and build their army, usually from detachments. 4. Both players calculate how much CP(Command Points) they have from what the maximum gold value is, and subtract how costly their detachments are from that amount of CP. 4.5. If there are any pre-battle rules, they happen here. 5. The battle's first round commences, and the phases of battle follow. 6. The rounds proceed until one army has been completely destroyed, one player resigns, both players agree to a draw, or some other condition that signifies victory. 7. The player that achieved the winning condition, whatever it may be, wins.
[b]Gold Value[/b]
Gold is an abstract currency in Crusade, giving an estimate of how powerful a unit is. Each unit has a gold value, but sometimes giving a unit extra weapons or armor can increase that value.
Each battle has a gold limit; that is, a maximum amount of gold that can be spent on an army for that battle. For example, if a battle has a gold limit of 1000 G, then there can only be a maximum of 1000 G spent.
Reinforcement Points
Sometimes, you may choose to put your units in reinforcements(see move phase). These units are still included in how much gold is spent.
[b]Organisation and CP[/b]
Almost all armies are organized forces. From the rough but clearly commanded Orc warband to the orderly Roman legions, organization, and a ladder of authority, es essential. Command points, abbreviated as CP, are essential to the preservation and formation of such command.
Starting CP
The formula for starting CP is 3 * (starting gold given to each player)/500 rounded to the nearest whole unit.
[b]Detachments[/b]
Detachments are a term for organized groups of soldiers, which are essential to any army. The formula for how many detachments an army can have is: (starting gold given to each player)/500 rounded to the nearest whole unit.
To include a detachment; and this is the only way you can include units except with reinforcements, you must spend a certain amount of CP. Each unit can only be in one detachment. Unless otherwise stated, you can have multiple of the same detachment.
Reinforcement units cannot be in detachments and so do not directly cost any CP.
This is the list of all the detachments: (This is very similar to 40k, I know)
Platoon: 1-2 Warlords, 10-30 Troops, 0-20 Elites, 0-3 Transport, 0-4 Cavalry, 0-2 Heavy Support Cost 2 CP
Battalion: 2-3 Warlords, 30-60 Troops, 0-60 Elites, 0-6 Transport, 0-5 Cavalry, 0-3 Heavy Support, Cost 3 CP
Brigade: 3-5 Warlords, 60-120 Troops, 30-80 Elites, 0-12 Transports, 3-7 Cavalry, 3-5 Heavy Transport
Cost 4 CP
Vanguard: 1-2 Warlords, 0-30 Troops, 30-60 Elites, 0-6 Transports, 0-4 Cavalry, 0-2 Heavy Support Cost 3 CP
Heavy: 1-2 Warlords, 0-30 Troops, 0-20 Elites, 0-3 Transports, 0-4 Cavalry, 3-6 Heavy Support Cost 3 CP
Cavalry: 1-2 Warlords, 0-30 Troops, 0-20 Elites,0-3 Transports, 15-40 Cavalry, 0-2 Heavy Support, Cost 3 CP
Titanic: 3 Very Heavy Support Cost 3 CP
Demolisher: 1 Very Heavy Support Cost 3 CP
Auxiliary: 1 Warlord or 0-10 Troops or 0-10 Elites or 0-4 Cavalry or 1 Heavy Support Cost 2 CP
[b]Tactics[/b]
Tactics are special items that represent the use of, well, tactics. When you use a tactic, subtract its CP cost from the total amount of CP you have. Each tactic can only be used during a specific phase of the battle, and each individual tactic can only be used once during a single phase(so you can't use two or more Testudo tactics in the same phase).
All armies have their own list of tactics exclusive to that army, but this is the list of the core tactics, which are usable for any army:
Opportunity Attack Cost 1 CP This tactic can only be used at the Command Phase or Move Phase. The next time an enemy unit that uses Fall Back or Advance when they were adjacent to a friendly unit on the Move Phase, that friendly unit can make one extra non-multiattack attack against the enemy unit. This tactic is refunded if that condition never occurs.
Support Cost 1 CP This tactic can only be used during the Mana Phase or the Fight/Heavy Support Fight phase.
The next friendly unit that attacks gains advantage on the ATK bonus, DC, or Psychic Test of that attack.
Reflexive Fire Cost 1 CP This tactic can only be used during the Heavy Support Fight phase.
Choose a friendly unit. If an enemy unit charges within range of one of its ranged attacks in the Charge Phase, it gets hit by one of the chosen unit's ranged attacks(your choice).
High Alert Cost 2 CP This tactic can be used during any phase. Increase the Initiative of one unit by 5 for the rest of the round.
[b]Setting Up Reinforcements[/b]
It actually still takes CP to set up Reinforcements. The formula for that is x/450 (rounded) CP, where x is the total gold value of the reinforcement units.
[b]Different Types of Terrain[/b]
Sometimes battles will have different types of terrain. These special rules will be explained in those battles.
Wow! I think I finished all the rules. Might need to double check them, though.