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fate:mass_combat [2017/12/05 00:35]
galacticcmdr
fate:mass_combat [2021/12/03 23:37] (current)
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-=== Zones ===+==== Zones ====
  
 Just as with regular Fate Zones the area is divided into zones. Although they may be larger in terms of physical area and distance in all other respects they function exactly as normal Fate zones. Just as with regular Fate Zones the area is divided into zones. Although they may be larger in terms of physical area and distance in all other respects they function exactly as normal Fate zones.
  
-=== Quality ===+==== Quality ​====
  
-Each participant in mass combat will have a Quality and Scale rating. Their **Quality** is represented on the [[fate:Fate Ladder]], while their [[fate:​Scale]] represents power. For most mass combats it is assumed that everyone will be operating at the same scale. In most cases a leader or unit with a higher scale can be better represented by increasing their quality.+Each participant in mass combat will have a Quality and Scale rating. Their **Quality** is represented on the Fate Ladder, while their [[fate:​Scale]] represents power. For most mass combats it is assumed that everyone will be operating at the same scale. In most cases a leader or unit with a higher scale can be better represented by increasing their quality.
  
  
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 The mass part of mass combat is identified by units. A unit does not have to be a huge number of individuals,​ but instead these are entities that function together as a team. A ten man engineering unit operating a pair of catapults and a regiment of light infantry could both be considered units. The mass part of mass combat is identified by units. A unit does not have to be a huge number of individuals,​ but instead these are entities that function together as a team. A ten man engineering unit operating a pair of catapults and a regiment of light infantry could both be considered units.
  
-=== Aspect ===+==== Aspect ​====
  
 Each unit has an high concept aspect that functionally describe the unit. Each unit has an high concept aspect that functionally describe the unit.
  
-=== Approaches ===+==== Approaches ​====
  
 All units use the following approaches to define themselves. ​ All units use the following approaches to define themselves. ​
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-=== Stress and Consequences ===+==== Stress and Consequences ​====
  
 A unit has a number of stress boxes equal to its Quality Rating. Each Stress box only absorbs 1 shift of damage, but you can mark off as many Stress Boxes as you want during a single turn. A unit does not have any consequences. A unit has a number of stress boxes equal to its Quality Rating. Each Stress box only absorbs 1 shift of damage, but you can mark off as many Stress Boxes as you want during a single turn. A unit does not have any consequences.
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 ===== PC ====== ===== PC ======
  
-A Player Character can act as a leader+A Player Character can act as a [[#leader]]. While doing so any of their stunts and aspects that would apply to the [[#unit]] they are attached to can be used. In addition a PC may use their Consequences to absorb damage for their attached unit. If a unit is defeated while a PC is attached to attached to it death is never on the line. A PC is far too important to be killed during Mass Combat. 
 + 
 +As Units have approaches different from the skills/​approaches of a player character, the GM will adjudicate which stunts are applicable based upon the fiction. 
 + 
 +A Leader can be attached to a unit with a PC attach, but cannot confer any of its own abilities to the unit.
  
  
 {{tag>​fate combat}} {{tag>​fate combat}}