Season of Tyranny Units
Aug 26, 2023 13:20:59 GMT -8
Post by Grug on Aug 26, 2023 13:20:59 GMT -8
As mentioned in the rules page, Season of Tyranny uses a battle rule system which includes units with distinct stat values. For the sake of avoiding bloat to the rules page, unit stats will be located in this thread. Region-specific units will instead be provided privately.
Units:
Infantry:
Swordsmen
[100atk/500hp/50spd]
100 men per unit
All incoming ranged and melee damage is reduced by a quarter.
Spearmen
[75atk/500hp/50spd]
100 men per unit
Deal an additional 50 damage to cavalry and larger units
Take halved damage from charges
Deal 100 damage to a charging enemy
Greatswords
[250atk/500hp/50spd]
100 men per unit
All incoming melee damage is halved
Deal an additional 50 charge damage
Ranged:
Archers
[50atk/500hp/50spd]
100 men per unit
Can deal 75 damage at a range of 100m
Cannot make a ranged attack and move in the same turn.
Crossbowmen
[50atk/500hp/50spd]
100 men per unit
Can deal 100 damage at a range of 150m
Cannot make a ranged attack and move in the same turn.
Cavalry:
Light Cavalry
[100atk/500hp/100spd]
100 men per unit
Deal an additional 25 charge damage
Heavy Cavalry
[200atk/750hp/75spd]
100 men per unit
Deal an additional 100 charge damage
Take halved melee and ranged damage.
Ships:
Merchantman
[400atk/7000hp/700spd]
Can carry supplies for up to 10,000 men
5 guns per side
400m range
Troop Transport
[400atk/8000hp/700spd]
Can carry up to 10,000 men
5 guns per side
400m range
Sloop
[1000atk/6000hp/1500spd]
10 guns per side
300m range
Galleon
[7000atk/15000hp/800spd]
50 guns per side
450m range
Unit Costs:
Infantry:
Swordsmen - 0.1 military per unit
Spearmen - 0.1 military per unit
Greatswords - 0.2 military per unit
Ranged:
Bowmen - 0.1 military per unit
Crossbowmen - 0.2 military per unit
Cavalry:
Light Cavalry - 0.1 military per unit
Heavy Cavalry - 0.2 military per unit
Ships:
Merchantman - 1 military per unit
Troop Transport - 1 military per unit
Sloop - 1 military per unit
Galleon - 3 military per unit
Units:
Infantry:
Swordsmen
[100atk/500hp/50spd]
100 men per unit
All incoming ranged and melee damage is reduced by a quarter.
Spearmen
[75atk/500hp/50spd]
100 men per unit
Deal an additional 50 damage to cavalry and larger units
Take halved damage from charges
Deal 100 damage to a charging enemy
Greatswords
[250atk/500hp/50spd]
100 men per unit
All incoming melee damage is halved
Deal an additional 50 charge damage
Ranged:
Archers
[50atk/500hp/50spd]
100 men per unit
Can deal 75 damage at a range of 100m
Cannot make a ranged attack and move in the same turn.
Crossbowmen
[50atk/500hp/50spd]
100 men per unit
Can deal 100 damage at a range of 150m
Cannot make a ranged attack and move in the same turn.
Cavalry:
Light Cavalry
[100atk/500hp/100spd]
100 men per unit
Deal an additional 25 charge damage
Heavy Cavalry
[200atk/750hp/75spd]
100 men per unit
Deal an additional 100 charge damage
Take halved melee and ranged damage.
Ships:
Merchantman
[400atk/7000hp/700spd]
Can carry supplies for up to 10,000 men
5 guns per side
400m range
Troop Transport
[400atk/8000hp/700spd]
Can carry up to 10,000 men
5 guns per side
400m range
Sloop
[1000atk/6000hp/1500spd]
10 guns per side
300m range
Galleon
[7000atk/15000hp/800spd]
50 guns per side
450m range
Unit Costs:
Infantry:
Swordsmen - 0.1 military per unit
Spearmen - 0.1 military per unit
Greatswords - 0.2 military per unit
Ranged:
Bowmen - 0.1 military per unit
Crossbowmen - 0.2 military per unit
Cavalry:
Light Cavalry - 0.1 military per unit
Heavy Cavalry - 0.2 military per unit
Ships:
Merchantman - 1 military per unit
Troop Transport - 1 military per unit
Sloop - 1 military per unit
Galleon - 3 military per unit