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= General Formula = The formula used for most of the rolls looks like this :<br> '''Success = 80% + (5% x STAT) - (5% x DIFFICULTY)''' <br> * A unit rolls a STAT against a DIFFICULTY. * STAT can be the Willpower against a Fear or a Cast Difficulty, or the unit's Precision during an attack. * DIFFICULTY can be a value of Fear, a Cast Difficulty, or an enemy's Parry during an attack. * Chance minimum = 1, Chance maximum = 100 = 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 = When a unit tries to hit an other unit, either on melee or range attack, it has to succeed a roll of its Precision against its target's Parry.<br> '''Hit = 80% + (5% x Precision) - (5% x Parry)'''<br> The damages inflicted are calculated depending on the units Damage and Resistance stats (see the Damage Table below). === Range Modifiers === When a ranged unit shoots on a distant target, its chances to hit depend on the obstacles on the projectile's path : * If at least 1 light cover : -30% penalty * If at least 1 heavy cover : -60% penalty (not cumulated with light cover) * For each unit on the path : -15% penalty Additional modifiers : * short range : 20% bonus * Long range : -40% penalty * If the shooter moved : -10% penalty === Scatter === = Cast Chance = = Damage Table = 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 with a FEAR X trait engages an enemy unit, a fear roll will be immediately triggered.<br> If the targeted unit fails its roll, the passive effect "Scared" is applied until the end of the turn.<br> If the targeted unit is immune to this FEAR X value, the "Scared" effect is canceled.<br> <br> A unit is immune to a FEAR X : * If it has a fear immunity from a Trait or Skill. * If it also possesses a level of FEAR superior or equal. * If it already made a roll against an equal or inferior level of FEAR during the turn. <br> The formula used for the roll is :<br> result (resist fear) = 80% + 5% x(WILL) - 5% x(FEAR) <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. * A new turn will trigger all necessary rolls immediately. * A teleport or a skill modifying the FEAR level of a unit will trigger an immediate roll if necessary. <br> === Bravery / Rightful === Fear immunity will prevent the penalties of a fear roll, but not the roll itself.<br> The "Rightful" trait will not imply an automatic success for the rolls (only cancel the Scared penalty), meaning that the "Lion Strength" bonus will not be automatic.<br> <br> === Hyperian Fear === A unit with "Hyperion Aura" is immune to normal fear, and will force units with normal fear to trigger fear rolls.<br> The force of the fear applied is equal to the WILL of the Hyperian unit.<br>
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