Deleriad
Mongoose
I must admit that I find underlings in RQII to need too much tracking as written so I've been trying to find a way of simplifying them right down while ensuring that they stay dangerous. I am interested in what people think of the following.
An underling has Hit Points equal to its (CON+SIZ)/5. Rounded up as usual.
An underling is removed from combat when either its Hit Points are reduced to zero; it receives a critical hit; or it receives any Combat Manoeuvre (whether attacking or defending).
The only characteristic that needs tracking for an underling is SIZ.
An underling's attributes are Movement, Initiative, Damage Modifier.
An underling's Damage Modifier, Movement and Strike Rank Modifier are based on the normal average values for its species. Superior underlings will have better values.
An underling's Armour Penalty is equal to its worn Armour Points. E.g. an underling wearing a suit of armour providing 4 APs of protection has an armour penalty of 4.
An underling's Initiative Strike Rank is not rolled, instead it is equal to the normal average Strike Rank Modifier for the underling's species plus 4 minus any armour penalty. (E.g. an average human has a SRM of +12 therefore an average human underling has an Initiative of 16 minus Amour Penalty).
An underling has one attack and one defence per combat round. Underlings with missile weapons fire once per round unless they have weapons with a reload rate of 2 or more in which case they fire once every other round.
Underlings can normally move up to their Movement Rating or take some sort of minor action in addition to attacking. An underling can move at up to 5 times its normal MOV if it gives up all other actions.
An underling has only the four following skills: Combat, Evade, Resist, Non-Combat. Resist is used whenever Persistence or resilience rolls are called for. Non-combat skill rolls include all other non-combat, non-magical skills perception, stealth and so on.
Magic for underlings is assumed to have been cast before combat and is included in their stats.
An underling stat block looks like this
Spear carrier, human
SIZ 13 Move 8m, Initiative SR 12, Damage Modifier 0
Armour Points 3 (Ringmail), Hit Points 5
Combat: 55%, Evade 30%, Resist 30%, Non-Combat skills 35%
Weapons: Short Spear (1D8+1 M/L), Heater Shield (1D4 L/S)
This is taken from my wiki page where I'm toying with the idea.
An underling has Hit Points equal to its (CON+SIZ)/5. Rounded up as usual.
An underling is removed from combat when either its Hit Points are reduced to zero; it receives a critical hit; or it receives any Combat Manoeuvre (whether attacking or defending).
The only characteristic that needs tracking for an underling is SIZ.
An underling's attributes are Movement, Initiative, Damage Modifier.
An underling's Damage Modifier, Movement and Strike Rank Modifier are based on the normal average values for its species. Superior underlings will have better values.
An underling's Armour Penalty is equal to its worn Armour Points. E.g. an underling wearing a suit of armour providing 4 APs of protection has an armour penalty of 4.
An underling's Initiative Strike Rank is not rolled, instead it is equal to the normal average Strike Rank Modifier for the underling's species plus 4 minus any armour penalty. (E.g. an average human has a SRM of +12 therefore an average human underling has an Initiative of 16 minus Amour Penalty).
An underling has one attack and one defence per combat round. Underlings with missile weapons fire once per round unless they have weapons with a reload rate of 2 or more in which case they fire once every other round.
Underlings can normally move up to their Movement Rating or take some sort of minor action in addition to attacking. An underling can move at up to 5 times its normal MOV if it gives up all other actions.
An underling has only the four following skills: Combat, Evade, Resist, Non-Combat. Resist is used whenever Persistence or resilience rolls are called for. Non-combat skill rolls include all other non-combat, non-magical skills perception, stealth and so on.
Magic for underlings is assumed to have been cast before combat and is included in their stats.
An underling stat block looks like this
Spear carrier, human
SIZ 13 Move 8m, Initiative SR 12, Damage Modifier 0
Armour Points 3 (Ringmail), Hit Points 5
Combat: 55%, Evade 30%, Resist 30%, Non-Combat skills 35%
Weapons: Short Spear (1D8+1 M/L), Heater Shield (1D4 L/S)
This is taken from my wiki page where I'm toying with the idea.