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Version EN<br> <br><br> == General Formula == == Turn Initiative == At the beginning of each turn, the game will decide which player plays first.<br> This decision is based on each faction's discipline score :<br> * Lion : 3 * Wolf : 1 * Ram : 0 A d6 roll is added to this score.<br> The player with the higher result gets the initiative for the turn.<br> In case of a draw, the base discipline is used without the d6 roll.<br> In case of another draw, a coin is tossed.<br> * 1 - d6 + discipline vs d6 + discipline * 2 - discipline vs discipline * 3 - random between the players (coin tossing) == Hit Chance == == CastChance == == Attack Damage == DIFF = DAM (attacker) - TOU (target)<br> DAMAGES = ((DIFF+16)²/40)+3<br> (With minimum 1 damage after modifiers apply)<br> {| class="wikitable" ! DIFF !! Normal !! Critical |- | -16 || 3 || 4 |- | -15 || 3 || 4 |- | -14 || 3 || 4 |- | -13 || 3 || 4 |- | -12 || 3 || 5 |- | -11 || 4 || 5 |- | -10 || 4 || 5 |- | -9 || 4 || 6 |- | -8 || 5 || 6 |- | -7 || 5 || 7 |- | -6 || 6 || 8 |- | -5 || 6 || 9 |- | -4 || 7 || 9 |- | -3 || 7 || 10 |- | -2 || 8 || 11 |- | -1 || 9 || 12 |- | 0 || 9 || 14 |- | 1 || 10 || 15 |- | 2 || 11 || 16 |- | 3 || 12 || 18 |- | 4 || 13 || 19 |- | 5 || 14 || 21 |- | 6 || 15 || 22 |- | 7 || 16 || 24 |- | 8 || 17 || 26 |- | 9 || 19 || 27 |- | 10 || 20 || 29 |- | 11 || 21 || 31 |- | 12 || 23 || 33 |- | 13 || 24 || 36 |- | 14 || 26 || 38 |- | 15 || 27 || 40 |- | 16 || 29 || 42 |- | 17 || 30 || 45 |- | 18 || 32 || 47 |- | 19 || 34 || 50 |- | 20 || 35 || 53 |- | 21 || 37 || 53 |- | 22 || 39 || 53 |- | 23 || 41 || 53 |- | 24 || 43 || 53 |} == Fear == When a unit (launcher) with a FEAR X trait engages an enemy unit (target), a fear test will be immediately triggered.<br> This test will decide if the targeted unit is immune to this FEAR X value. If it's not, a roll is triggered.<br> If the targeted unit fails its roll, the passive effect "Scared" is applied until the end of the turn.<br> <br> Some precisions : * Fear is applied immediately and in both ways when 2 units come close to each other, before any attack is computed.<br> * A unit obtaining a successful roll against a Fear of X will be immune to this level of fear until the end of the turn. No additional roll will be required.<br> * A Fear roll is triggered only if a unit has a level of Fear strictly superior to the other unit, and if the unit is not immune to Fear (either from Traits like Undead or because it already resisted a roll of at least the same strength during the turn).<br> * A new turn will trigger all necessary rolls immediately.<br> * A teleport or a skill modifying the FEAR level of a unit will trigger an immediate roll if necessary.<br>
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