Guild:Redwatch Warband/Redwatch Rolling

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Thank you to flammos200 for developing the Demonifuge system which this is based off of

With a few minor tweaks of course...

The Redwatch Roll system

Getting Started

Welcome to the Redwatch Warband roll system page. There's a fair amount of information here, but don't let it daunt you; It's all pretty easy stuff, and you'll get used to it in no time flat.

The Basics
  • /roll 100. Crits at 50 points over enemy defense/difficulty.


  • We start with 7 HP (But this can be modified)
  • 'Trash mobs' are the random, nameless troops that fight against the Warband. They're treated as having only 1 HP and attack everyone, en-masse. They don't roll. Instead, a difficulty number for each round is assigned, which counts as the defense and attack roll for every mook on the battlefield. Mooks generally don't Crit PCs.
Example

A band of harpies surrounds the party! They begin firing arrows and swinging swords as soon as they're able to do so!

The DM says: Roll over 30 to kill one, and over 80 kills two. Under 30, however, and you get hit by an arrow.

Lok'tar Ogar! (IE: Attacking!)

Weapon Types

  • One Handed Weapon and Shield
Rules

Normal attacks, but HP is boosted by 2. Critical hits are scored when the attack roll is 50 points greater than the defense/difficulty roll of an enemy, and they deal double damage.

Example: Jake swings at the Succubus! Jake rolls 75! Succubus rolls 23! Jake Crits! The Succubus takes 2 points of damage!

  • Dual Wield / Bows
Rules

1 Normal Attack, 1 Half-Attack(The attack roll of the first blow is halved.). You cannot score Critical Hits.


Example: Jake swings his mightly swords at the Voidwalker! Jake rolls 60! The Voidwalker rolls 20! Jake manages to wound the Voidwalker with both weapons! (First attack is a 60 roll, while the second is considered half that: 30. Both are greater than 20.) The Voidwalker takes 2 points of damage!

  • Two Handed Weapons / Casting / Guns
Rules

1 Normal Attack. Massive Criticals, dealing triple damage instead of double.

Example: Jenny readies her claymore and swings at the Felguard! Jenny rolls 80! The Felguard rolls 30! Jenny Crits! The Felguard takes 3 points of damage!


Additional Rules of Engagement

  • AoE
Rules

Area of Effect attacks can be used once per Event and cannot affect more than three enemies. Only one Attack roll is made. AoE can score Critical Hits.

Example: Simon the Druid raises his hands towards the sky, where thundering clouds form, a storm erupting in them! Lightning crackles down for the three Succubi! Simon the Druid rolls 70! Succubus 1 rolls 25! Succubus 2 rolls 50! Succubus 3 rolls 75! Succubi 1 and 2 take 1 point of damage! Succubus 3, however, manages to dodge Simon's lightning!


  • Healing
Rules

Every healer can heal 2 times per event. 1-25: Heals 1 HP. 25-85: Heals 2 HP. 85-100: Heals 3 HP.

Example: Shirley channels the Light into Jenny, attempting to mend her wounds! Shirley rolls 75! Jenny is healed by 2 HP!

  • Help
Riles

Sometimes, the party can't do it alone. They just can't. Therefore, allies are called in to kick a bit of tail. Helpers are always successful in their attacks. The gist of the matter is that only the Commander of an event can call in help, and that it can only be used once per event. Also, the allies summoned don't stay. They do their job, then go about their way. They have business too, you know...

Available

  • The Grunt who Cried Wolf: The Worgs of Redwatch are a key component of the Warband's success in the battlefield, and as such, they can be called upon to aid in battle. One wolf accompanies each official member of the Redwatch Warband once called upon, giving the character in question a second attempt on any roll. Attack turns have the option to do damage twice, while defense rolls will give a 'saving throw' effect where the wolf will take a blow, before fleeing the field.


Upgrades

  • Armor
Armor Upgrades

N/A


  • Weapons
Weapon Upgrades

N/A'


  • Magic
Magic Upgrades

N/A'

Allies

  • Organizations
Allied Organizations

N/A'


  • Individuals
Allied Individuals

N/A'


Auras

Auras benefit all the troops on the battlefield, but they require the presence of either a relic, artifact, or individual to be active.

Curent Auras

N/A'


Resources (RU)

Resources are used by the unit to buy upgrades, research relics and artifacts, call some allies, or execute Med-evacs. They, like artifacts, relics, and access to upgrades, are gained by doing what the Warband does best: Defending the Horde.

Current RU

1000

  • Med-Evac
The Basics

A Medical Evacuation, or Med-Evac, happens when all the members of the party have either been knocked out or killed. Magi back in Shattrath are paid to summon their unconscious bodies back to base, and healers are also paid to tend to them, giving first aid, mending wounds, or preparing for a resurrection(According to the Resurrection Guidelines), as the case may be.

  • A Med-Evac costs 1000 RU.