ATTACK — The ability for the unit's attack to connect.
ATTACK => Attack Bonus
POWER — The force potential of an attack.
POWER => Damage Bonus
DEFENSE — A measure of the quality of the gear and the training of your unit.
DEFENSE => AC
TOUGHNESS — Represents both the literal physical toughness and the quality of the unit's gear.
TOUGHNESS => Damage threshold
MORALE — The force of will of the unit to keep fighting.
SIZE — The amount of standing individuals in your unit.
Commander — The character associated to this unit.
Diminished — The SIZE is currently lower than the dice average rounded down.
Round
Attack an enemy unit.
1d20 + ATTACK vs DEFENSE
Check for casualties.
1d20 + POWER vs TOUGHNESS
Decrement enemy unit SIZE accordingly.
If the enemy unit SIZE falls to 0, the unit is scattered or slaughtered.
Informations
Units can delay actions OR movements
Units can experience advantage and disadvantage just like characters.
Critical Success on an ATTACK check double the casualties exponentially.
Critical Success on a POWER checks double the casualties exponentially.
To succeed on the ATTACK check, your roll must equal or exceed the target's DEFENSE.
To succeed on the POWER check, your roll must equal or exceed the target's TOUGHNESS.
If your unit is diminished, taking casualties prompt a Morale check DC15.
Failing a Morale check decrements the unit’s casualty die.
Special Actions
Order
A commander can use it's bonus action to shout an order to one of its units that can hear it.
Rally
Once per battle, a unit about to be removed from battle that have their Commander can make a MORALE check DC15. If successful, the unit remains in the battle.
Attach/Detach
The commander of a unit can, on its turn, choose to attach or detach to it.
While attached to a unit, the commander can use its action to immediately have its unit attack with advantage.
While attached to a unit, *some* of the features/spells that affect the commander can extends to the unit.