How do your heroes reflect your values

Chapter 2: Know Your Heroes


This chapter is part of the Chronopia Rules. Like the rest of the translation, it is to be seen as a "Living Rulebook", as it can be improved and expanded over and over again. If you want to participate, you should use the opportunities in the forum.

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2.1 Know your heroes

There are many different fighters in the realms of Chronopia, from simple soldiers with little training to the leaders who accompany and inspire their armies. There are both small, fast monsters that swarm across the battlefield and gigantic creatures that can cause severe damage. In order to best represent these different creatures, we have developed twelve characteristics that describe the numerous aspects of a character's physical and mental strengths. We refer to this information as a character profile.



2.2 The character profile

Every character in Chronopia has a character profile. The character profile gives you all the necessary information about the behavior of a character on the battlefield. The profiles for the various characters are in the army lists.
The profile begins with the name of the respective figure or unit, followed by a column with abbreviations, which represent the play values ​​of the unit / figure, which are called the "value series". The value series lists all regular properties of a figure. Each figure has twelve properties. The first nine properties range from 1 to 30, with 1 being particularly poor and 30 being exceptionally good. The last three values ​​are a group of their own and are explained in more detail below.

These twelve properties are:
Unit namePoints: -
NKFWMGFGHDLSCHSTBWR.VERG
-----------
Melee combat (NK):This value reflects a character's abilities in close combat, whether with natural weapons such as claws or with close combat weapons such as swords or maces.

Remote weapons (FW):This value shows how well a character is proficient in using long-range weapons. These can be, for example, bows or thrown weapons such as daggers and spears (Note: The fact that a unit has a value for this characteristic does not automatically make it a ranged weapon task force for the purpose of choosing your army (see section “Units "Below), because this is listed in the" Special Rules "section of the profiles.)

Magic (MG):Some characters (for example lotus sorcerers and necromancers) have rare and magical powers. This property is a measure of the relative strength of a character's magical abilities. Not all characters have a magic value.

Leadership (FG):This characteristic shows how disciplined and well trained a character is and how efficiently it can command other characters in a task force. In addition, a figure with this quality defends itself against the effects of magical powers.

Actions (HDL):This trait reflects a character's agility and responsiveness. The value represents the number of actions a character can perform per activation. The more actions a character has, the better reactions he has and the more actions he can perform accordingly. Usually this value is 2.

Damage (SD):This value shows you how tough a character is and how much "damage" it can take before it dies. Most figures are only worth 1, but powerful monsters and some individual figures have a higher value.

Strength (ST):This value determines how strong a figure is. Stronger figures also do more damage in close combat and with certain higher-strength ranged weapons. They are also able to keep throwing weapons.

Movement (BW):This shows how far in inches (= 2.5 centimeters) a figure can move with an action. For example, a figure with BW 3 can move 3 inches (= 7.5 cm) per act.

Armor (R):This value indicates how well a figure is protected against damage. In creatures, this could represent thicker fur or innate resilience.

Defense Modifier (VER):This value is used against the melee value of an opposing figure. Regardless of their hand-to-hand combat skills, it is harder for a character to defend a royal paladin than a goblin spearfighter. This value is subtracted from your opponent's melee value when they try to hit you.

Size (G):There are five different size categories. These categories are sufficient for most miniatures you will encounter, although of course they don't cover every imaginable character. At the moment, however, the following categories are sufficient:
  • Small figures: Small models are significantly smaller than humans. Some, like goblins, are small and wiry; others, like dwarfs, are much more robustly built, but still comparatively small. For ranged weapons there is a penalty of -1 for small figures. The size value of small models is 1.
  • Normal figures: Normal figures are roughly the size of a person. The standard rules are designed for normal characters without modification. Modifiers are not applied when attempting to hit normal pieces. Normal figures have a size of 2.
  • Big figures: Big figures are bigger than people, but not more than twice as big. Large models have a value of 3.
  • Huge Figures: Huge figures are twice the size of a person. Attempts to hit giant figures with long-range weapons are given a +1 bonus. Huge figures are worth 4.
  • Gigantic figures: Gigantic models are more than twice the size of a person. Figures receive a +2 bonus when attempting to hit huge models with ranged weapons. Gigantic figures have a value of 5.


Cost (PKT):This value is not used for combat. It is a measure of the relative strength of a figure. In general, the more a figure costs, the better it is. The cost is important when choosing your troops from the army lists.



2.3 Model type

The model type of a figure determines which rules of movement it has to follow. There are four different types: foot units, mounted units, chariots, and aviators. In the profile of a figure you can see whether it belongs to mounted units, chariots or fliers; if nothing is written about the type, one can assume a foot unit.

Foot units
Most of the fighters in Chronopia, when they charge the enemy on the battlefield, fight on foot. It should also be mentioned that with foot units both ranged and melee units are meant. The following example describes such a foot unit.

Elven militiamen (8-12)Points: 13
NKFWMGFGHDLSCHSTBWR.VERG
98-1021331502
Leader (1)Points: 15
NKFWMGFGHDLSCHSTBWR.VERG
108-11213315-12
Special rules:
NO
Equipment:
The elven militiamen are armed with halberds.
Classification:
mortal

Mounted units
Some of the most dangerous fighters in the world of Chronopia do not fight on foot, but from the backs of great warhorses and other war beasts. These fighters are known as mounted units.

In order to emphasize the flexibility of mounted units compared to foot units, the profiles have been divided. The individual profiles show on the one hand the values ​​of the rider and the values ​​of the mount, and on the other hand their combined values. Even if the unit behaves like a single model, some values ​​of animal and rider are kept separate in order to underline the different roles they play. The combined profiles, on the other hand, indicate the values ​​that apply to the figure as a whole. If the character is asked to throw, he can use the profile that is more advantageous to him. However, this does not apply to morale rolls.

The rider's FG values ​​are used for morale throws, as he ultimately has control of the mount. Animal and rider have been trained to fight together under all circumstances and since the rider has developed a certain bond with his mount, a rider will never get off his horse or fight against it.

Example:If a mounted unit had to take an ST check because of a spell like Frost or to get out of hand-to-hand combat, it would use either the rider's or horse's higher value. In the following example profile, the horse's ST value would be used as it is much larger than that of the rider.

Lance Beast (1)
NKFWMGFGHDLST
158-1534
Dragon Ripper
NKFWMGFGHDLST
128-1026
total
SCHBWR.VERGPKT
4620-33117
Special rules:
- Mounted unit
- Leap
- Creates fear
- Leadership
- Take cover
Equipment:
The lance beasts of the Dragon Ripper are equipped with lances, long swords and shields.
The Dragon Ripper has a bite attack; Damage 12.
Classification:
Mortals and Dragonborn

Chariot
Usually a chariot consists of the chariot, one or more creatures that pull it, and one or more fighters that ride on it.

The chariot's stats are broken down into several profiles. There is a profile for every fighter riding on it as well as for the chariot (chariot + draft animals) itself. The wagon profile shows the combined values ​​of the wagon, the driver and the draft animals. The cost of points for fighters accompanying the car is already included in the cost of the car. If throws are necessary, chariots use the values ​​of the chariot or the crew that are more advantageous for them. The effects of each throw apply to the car as a whole. Chariots and crew have been trained to fight together, and therefore the crews never leave the chariot or attack it or any other crew member.

Example:If a chariot had to take an ST check because of a spell like Frost or to get out of hand-to-hand combat, either the higher value of the crew or that of the draft animals would be used. In the following example profile, the ST value of the fighters would be used because it is greater than that of the draft animals.

Here is an example of a chariot profile.

Scythe Chariot (1)

Scythe Warrior (1)
NKFWMGFGHDLST
1313-1324
Horses
NKFWMGFGHDLST
108-1022
total
SCHBWR.VERGPKT
4619-14100
Special rules:
- Leadership
- ferocity
- In a charge, the scythe warrior receives +2 to his strength in addition to the normal bonuses.
- Large, curved blades are attached to the wheels of the scythe wagon. A figure whose base is within 1 inch of the moving chariot receives an automatic hit with damage 10. Figures in waiting position have the opportunity to jump into cover and thus get to safety from the whirling blades.
- Trample down 8. Figures can jump into cover from the trampling horses of the chariot. If the required throw is successful, they must immediately make a second throw against half their lead value in order to avoid the whirling blades on the side of the chariot.
Equipment:
The scythe warrior is armed with scythe spears and a battle ax.
The two horses that pull the scythe wagon each have a kick attack, damage 7.
Classification:
Mortals and beasts

Aviator
The world of Chronopia is full of dangerous creatures, and some of the most terrifying ones soar through the air and pounce on creatures on the ground from the safety of the clouds. These beings are fliers because of their ability.

These can be creatures that fly on their own, such as the infamous Flying Dragon Ripper, or passengers in a vehicle that is kept in the air by magic or other means. The profile of an aviator is identical to a normal profile, except for the fact that there are three values ​​for movement. The first value (the one before the /) shows the range of movement of the figure on the ground. The number after the / indicates the flight movement of the unit. The last number (after the colon) indicates the maximum altitude the plane can climb to. A movement of 1/6: 12 indicates that the figure can move 1 inch on the ground or 6 inches in the air, with a maximum height of 12 inches for any act used. If the first value is a 0, the figure cannot move on the ground at all. If this figure is forced to land, it must remain in the place where it landed until it can rise again.

Here is an example for a plane:

Hell Wings (4-8)Points: 45
NKFWMGFGHDLSCHSTBWR.VERG
118-102141/6:1215-22
Special rules:
- Aviators
- Unshakable
- Entrenchment
Equipment:
The hell wings are armed with a two-handed spear.
Classification:
Hell beings




2.4 units

Units are the basic military building blocks in the world of Chronopia. There are two different types: combat units and single figures.

Task force
A task force is a collection of characters who act and fight together as a unit on the battlefield. The figures in a task force have learned to act together and to trust one another. They also likely lose their nerve watching their comrades fall around them.

A task force is either a close combat group or a long-range combat group. This is indicated in the profile. The distinction is necessary because you can only have a limited number of ranged troops in the army. This will be dealt with later in the chapter "Building the Army".

Most combat units have a leader, a special figure with a higher leadership value (FG). She coordinates the task force and holds it together. As long as the leader of a task force is alive, he fights with the highest fighting strength. If the leader dies, the task force will be weakened and fight less efficiently. Many rules, such as command range (see below) and morale tests, depend on the leadership value and are explained in more detail elsewhere. Some combat units also include standard-bearers or standard-bearers. By using such figures in a task force, you can increase the capabilities of the task force.

A standard bearer is a particularly worthy fighter in the army of his people and carries a venerable symbol of his unity. Some of these standards are decorated with sacred images, others with coats of arms or glyphs. Regardless of what kind of standard it is, it is carried with great pride and defended by its bearer and his unit with courage to die. The exact effect a standard has on the task force depends on the standard itself. The different types of standards are discussed in Appendix # 2 "The Armory".

Musicians, like the standard bearers, have a special position in their task force. They play powerful instruments with which they can inspire and motivate their unit and set its speed. The different types of musical instruments can be found in the armory.

Command range
The leader of a task force commands his task force, holds it together and guides it through the chaos of a battle. For this reason, all figures in a task force must always be within a certain distance of their leader. This distance is known as the command range, and it is typically 4 inches. If a figure is within command range at the start of a turn, it can move and act normally. If, at the start of a turn, a figure is out of command range for any reason, it must return to command range as soon as possible. Until this figure is within command range again, it is only allowed to move. When it is back within command range, it is allowed to consume all remaining actions. Since the command range is measured from the leader, he is always considered to be within the distance. If he moves away from his troops, they must move up to him on the next turn.


Command range
A) 4 inches
B) Outside the command range

If the leader of a task force dies, the figure with the highest remaining leadership value becomes the new leader. If there are two or more figures with the same leadership value, the new leader is the figure who takes its actions first this turn. However, she will only be the leader on this turn, which means that the leader of the task force changes from turn to turn. This reflects the fact that the task force is still held together, but lacks strong and unified leadership.

Command range for fliers
Airman combat units maintain their distance of command if they stay within 4 inches of their leader.

In addition, flying units have a vertical decimal point range of 4 inches.

Single figures
Not all figures are part of a task force. Some heroic individuals and monsters are quite capable of acting independently on the battlefield. In principle, they are separate units. We refer to them as "individual figures". Royal paladins from the True King's army are a typical example of single figures. Individual figures may not be exchanged with individual figures from combat units.

Individual characters have some special abilities and are subject to certain restrictions:
  • If a single figure is within 4 inches of a task force, that task force may use the leadership value of the individual figure in its morale tests if it is higher than the leadership value of the leader of the task force.
  • Only single characters can perform the action “give orders”.
  • Only single characters can use the action “collect” on other units besides themselves.




2.5 Special Skills

The special skills listed in the character profiles and the special rules are listed in Appendix # 1: Special skills.



2.6 Weapons and Equipment

The weapons are described in Appendix # 2: The Armory. Any other type of equipment your character can use is covered in the relevant army list.



2.7 Classification

A figure in Chronopia falls under one of many classifications. The classification is mainly used to determine the weaknesses and strengths of a character. A character can fall under one of the following classifications:
  • Summoned)
    This includes all beings who have been forced onto our level by sayings or willpower. It is less taken into account that the being comes from another level. Rather, what matters is how it got here. Many models from the list of the lackey army were either directed to this level through sophisticated gates, while others were torn from their home levels to aid in battle. The summoned belong to the latter group.
  • Beasts
    Most mounts, trained pets, and pack animals belong in this group.
  • Dragon's Blood (Draconic)
    Belong to the species of dragons.
  • Elemental beings
    Beings that originate from the elemental level or that elementary components were used in their creation belong to this.
  • Blessed
    The opposite of the hell beings are the blessed. You have been filled with divine powers and command breathtaking power. These figures do not necessarily have to be “good”. This category indicates a supernatural origin or a divine gift.
  • Hell Beings (Infernal)
    Beings from the Dark Kingdom. This can be the Twilight Realm, Hell or the Great Abyss itself. You are filled with the forces of evil and darkness, an anathema to the forces of good.
  • Insects
    Everything that reminiscent of insects even remotely.
  • Construct (automaton)
    Constructs and mechanical devices fall into this category
  • War machine
    Nothing too known yet. Should appear with Cerulean Mists.
  • Mortal
    Most armies fall into this category. A distinction is not made according to type, but all beings who obey the laws of time and aging fall under it.
  • Undead
    Unlike hell beings, the undead have already given up their lives and have been called back to life. This reanimation happened either through magic spells or powers. However, some beings were willing to embrace death voluntarily because of their intense preoccupation with death. Undead are immune to psychological effects such as panic, fear, ....
  • Enchanted
    This includes all beings that were created by magic and are also kept alive by it.




2.8 pages

All figures have two sides: front and back. In general, a figure can only see and attack the things that are on its front.

Before starting the game, you should decide how you will mark the sides of your character. For example, you could mark the “front” of your figures in some way. For example, by painting something on the socks or simply determining that the figure's face is facing towards the front.
Figures on foot and airplanes, regardless of whether they are combat units or single figures, have an attack area of ​​180 degrees towards their front.
Mounted units and chariots, regardless of whether they are combat units or individual figures, have an attack range of 360 degrees.
There are exceptions to this rule, but these are listed under each character's special abilities.

The sides are important when it comes to determining a character's defensive ability. An attack in the back cannot be weakened with shield or other bonuses. Signs only help with attacks from the frontal field of vision.


Attack area for foot soldiers and airmen
180 degree attack area from the front


Attack area for mounted units and chariots
360 degree attack area


First version from November 27, 2014. Last update on November 27, 2014.

An article from Chronopia Germany (http://de.chronopiaworld.com).