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Cheat sheat for the warfare system in kingdoms n warfare by MCDM. Player facing cheat sheet. Originally posted on Reddit by u/UncleverKestrel. I have added and edited since.

Unit types

Artillery (ranged soldiers)
Cavalry (mounted soldiers)
Flying

Unit stats

ATK (Attack bonus)
POW (damage bonus on a hit)
DEF(re­sis­tance to ATK)
TOU (resis­tance to POW)
MOR(re­sis­tance to being diminished and battle magic)
COM (bonus to doing maneuvers)
# of Attacks is the number of attacks the unit can make on a turn
DMG is the casualties inflicted by a POW test after a successful attack
Units have a casualty die (usually D6), which is decrem­ented whenever they take casualties
Units also have Traits that give them certain bonuses or abilities

Initiative & Deployment

Each commander rolls initiative as normal.
Deployment happens in reverse initiative order (lowest initiative places units first).
Infantry can be placed in any rank.
Archers and Siege Weapons can be placed in the Centre.
Flying Units and Cavalry are not placed on the grid. They are placed to one side, because their ability to attack is not limited by position.

Defenses effects on Warfare

Commun­ica­tions
Your defense level determines if you or your opponent gets to redeploy.
Resolve
Your defense level determines boons or penalties in your combat against the opposing officers.
Resources
Your defense level gives your units an advantage or disadv­antage during the first round of battle.
 

Round checklist

Check for collapsing ranks
Commanders take turns in initiative order
Commanders activate their controlled units on their turn
During activa­tion, a unit regains it's reaction. Then it takes damage from any tokens, then it removes one token of each type.
A unit can move & take an action, in any order.
Using a maneuver and failing the command test, you can still either attack or move, but not both.
After all commanders have taken their turns, check point values of each army. If one of the armies have more than double (50%+1) the opponent, that army wins.
The round ends

Your turn

On your turn, you can command all your units.
Each unit can Move & use an Action (Attack, Battle Magic, Move again or some Maneuv­ers), and use a bonus action if it has one.
Units also have reactions they can use to react to something that happens, on their turns or others’ turns.
It can happen in any order: action - move, move - action or move - move.
A unit must finish its activation before another unit can be activated.

Unit attack options

Infantry can attack any unit that is in an adjacent square.
Archers, Flying Units and Siege Weapons can attack any unit on the field, including flying units and cavalry.
Cavalry can attack any unit that is exposed.

Resolve an attack

To Attack: roll a D20 and add your ATK bonus. If you beat the target’s DEF score, they take one casualty.
On a successful attack, you roll a D20 and add your POW bonus. If you beat the target's TOU score, they take a number of casualties equal to your unit’s DMG value (usually 1).
If the unit being attacked is reduced to half its casualty die, it is Diminished and must make a DC13 MOR test or take another casualty.
 

Maneuv­ering

MANEUVERS are done by making COM tests against a DC. Below are some common ones.
Follow Up - INFANTRY - As a reaction to an opposed unit, adjacent to this unit, breaking or moving out of its space, this unit makes a DC 8 COM test. On a success, this unit moves into the opposed unit’s former space.
Withdraw: INFANTRY and ARTILLERY - As a reaction to failing a Morale test, this unit can move back into an empty space instead of suffering a casualty. If there is no empty space behind this unit, it cannot use this maneuver.
Set for Charge: ALL INFANTRY - As a reaction to suffering a casualty from a cavalry or aerial unit, this unit makes a DC 13 COM test. On a success, the attacking unit suffers 1 casualty.

Battle magic

When a Unit is attacked by Battle Magic, it makes a DC13 MOR test; on a failure it takes 1 casualty. Then the rest of the effects of the magic as written resolve.

Unit conditions

Broken: A unit that breaks becomes broken. It has lost its last casualty and is removed from the battle. Broken units can be reformed, usually by rallying.
*Disbanded: A disbanded unit is removed from the game and cannot be reformed by normal means.
Disorg­anized: A disorg­anized unit does nothing on its next activation while it attempts to regain unit cohesion.
Disori­ented: A disori­ented unit can either attack or move, but not both. Unless otherwise stated, this unit condition lasts until the end of the unit’s next activa­tion.
Exposed: A unit is exposed if there are no units between it and the edge of the battle­field. All units in the rear ranks are always exposed, as are any units in the leftmost and rightmost columns of the battle­field. The exception to this is units in the center and reserve ranks (see The Battle­field on page 105).
Hidden: When a unit is hidden, other units have disadv­antage on Attack tests against it.
Misled: A unit that is misled cannot attack, and spends its next activation moving randomly into an available space. Cavalry and aerial units cannot be misled.
Weakened: A unit that is weakened has disadv­antage on Attack tests and Power tests
           
 

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