Armies

AnArmies are the backbone of Mass Combat and Warfare in general. In a mechanical sense, they are made up of smaller Units.

## Anatomy of a Unit

Units are represented in the same manner of a Gwent Card, reiterated below.

## Making a Unit

Experience

Gear

Ancestry

Size

Segments
 Small
 Medium
 Large
 Huge

Position

## Special Features

Many Ancestries and Positions grant a variety of special effects or features. Here's what they do.

### Position Features

#### **Arcane Volley**

An Arcane Volley deals damage without then suffering damage, as with the majority of Units, and allows the Mages to attack upto 2 spaces away. Creatures with Magic Resistance add their Morale to their Defense for these attacks.

#### **Block 1**

Block 1 is possessed by Levies, and it means that if there are Levies and another unit in the same area of being attacked, the Levies suffer the full casualties of the exchange, with the excess moving on as appropriate, if the Levies are disbanded.

#### **Block 2**

Block 2 is possessed by Infantry, and it works just like Block 1. The only catch is that Levies still get hit first, then Infantry. Moving on.

#### **Charge**

A Unit with Charge can take the Charge action. This moves them 1 Space(Or 2 with Swift) and Attacks a Unit, with the charging unit suffering only half the casualties they otherwise would have.

#### **Cowardly**

Levies are Cowardly, and after hitting 0 Morale, they only regain 1 Morale after losing half their unit.

#### **Heal**

The Unit may take the Heal action while sharing the space with an ally Unit. Both this Unit and their target cannot move until the next turn, but their target is healed to their highest possible toughness.

#### **Sing**

The Unit may take the Sing action, restoring friendly Units within 3 spaces' Morale. This allows them to regain half the Morale they've lost, rounding up.

#### **Swift**

A Swift Unit moves 2 spaces when they would ordinarily move 1.

#### **Volley**

Volley is what ranged units do. A Volley may target Units upto 2 spaces away, and they do not suffer retaliation damage. The Unit cannot retaliate against attacks, however.

### Ancestry Features

#### **Amphibious**

The Unit may operate in and under the water with no penalties.

#### **Chameleon**

Nothing short of Divination Battle Magic can identify the Unit's statistics.

#### **Death Touch**

After the Unit does damage, their target takes two additional damage through poison or similar implement.

#### **Demoralize**

When the Unit deals damage, it inflicts half the Morale damage to all Units within 3 tiles.

#### **Engage**

When the Unit attacks in melee, the Unit moves into the target's space, their target cannot move away without using their Action to do so, and they may only target the Unit. The Unit may move as normal.

#### **Feast(Lesser/Greater)**

When the Unit inflicts casualties in melee, they regain 1 Toughness/Toughness equal to the damage dealt, potentially growing size and splitting into multiple Units in the process.

#### **Incorporeal**

The Unit takes no damage, unless through morale loss or magical attacks.

#### **Magic Resistance**

The Unit adds their remaining Morale as a bonus to their Defense against purely magical attacks.

#### **Regenerating**

Each round, the Unit heals to the highest Toughness for their size.

#### **Ritual**

This ability is paired with another ability, such as Swift, Spawn, or Regenerating. This allows the Unit to activate the ritualized ability as their action(Thereby, Ritual: Spawn would allow a creature to summon or raise a Tiny Unit, as the "Spawn" skill, as an action after killing another Unit, and Ritual: Regenerating would allow a Unit to fully heal as an action.)

#### **Size Differences**

For each size larger than Medium, a Unit's Size costs are halved, but their Equipment Costs are doubled(That is, the modifier is doubled, not the absolute multiplier). The reverse is true for smaller creatures.

#### **Swift**

A Swift Unit moves 2 spaces when they would ordinarily move 1.

#### **Spawn**

When the Unit forces another Unit to disband or Break in size, another Tiny Unit is spawned where the Unit was killed the next turn. This Unit is always Trained, their Equipment is one level lower than the killed Unit's, and Infantry. Effects from Ancestry are then applied(Thus a Unit spawned from Tlincalli would be Cavalry with Heavy Equipment, and would be Small as opposed to Tiny.)

#### **Sunlight Hypersensitivity**

Each round the Unit spends in Sunlight, they lose a point of Toughness and Morale. Nothing can restore this until they are out of Sunlight, and they cannot use any of their special ancestry effects while in the sun. And forget about a protracted daylight campaign without some very specific amenities.