Troop Attributes

February 12th, 2009

All the Troopers within your tactical army are defined by a set of numbers. These numbers are a measure of ability, and are used in combination with the rules to determine their performance at certain tasks on the battle field. Each Trooper is an individual and all have differing abilities, but for the purposes of the Tactical Sphere these are averaged out over the unit they are in. Consequentially, if your were to pick any Trooper at random from within a given unit on the table top; it is assumed that they will have the same abilities as the rest of their unit.

There are two sets of numbers used in WarSpike: ‘Attributes’ and the ‘modifier groups’. These are discussed below in relation to the Tactical Sphere, along with the basic rules for resolving tasks based on these groups (There are links to a more comprehensive description of these groups within each group’s section, which can also be found under the ‘common’ link in the menu)

Attributes [MARS]

The core numbers defining the Troops is their MARS attributes. These being Mentality, Action, Reason, Stature. Each of the four attribute as assigned a numerical value which defines the Trooper’s basic physical and mental parameters. These are unchanging for an adult and are determined by genetics.

Within the Tactical Sphere the numerical value is usually within a range of 1-10 (with ‘0’ as being non-functioning). The average ability of humans is calibrated to ‘6’, hence;

  • [M:6] – (Mentality)
  • [A:6] – (Action)
  • [R:6] – (Reason)
  • [S:6] – (Stature)

This gives a man of around 6′ tall, around 12 stone, with a reach of about a yard, and a similar stride of 36″, good hand-eye coordination with a moderate well balanced temperament, and a mind tending towards reason than belief.

Attribute Tests [basic]

To test a given attribute roll 1D10.

  • If the result of the roll is under the Trooper’s attribute value they have succeeded in the task.
  • if the result is over the Trooper’s attribute value they are failed in the task.
  • If the result is equal to the Trooper’s attribute value the task is neither and success of failure. A stalemate.

Modifier Group [ARTS]

The attributes can be enhanced or degraded though training and fatigue. These are modelled as modifiers to a given attribute. These modifiers are summerised and collected into a ‘modifier group’. Each attribute has it’s own modifier group associated with it.  There as four modifier groups, these being: Attitudes, Routines, Tenets, and Status. ‘Attitudes’ is the modifier group for Mentality, ‘Routines’ links to Action, ‘Tenets’ links to Reason, and ‘Status’ links to Stature.

Therefore each modifier group is a collection of  bonuses and penalties applied to their corresponding MARS attribute. The range of these modifiers is usually -10 to +10, though it is unlikely that these extreme are ever reached.

For example: the modifier group for the Mentality attribute is ‘Attitudes’. A +1 bonus for bravery in this modifier group with affect all Mentality tests which require bravery, boosting the Mentality in that specific circumstance by 1 point.

  • [M:6] – [Bravery+1]

If there is no applicable modifier for a given test then the base, unmodified, attribute is used ‘as is’.

Modified Attribute Tests [basic]

To test a given attribute roll 1D10.

  • If the result of the roll is under the Trooper’s modified attribute value they have succeeded in the task.
  • if the result is over the Trooper’s modified attribute value they are failed in the task.
  • If the result is equal to the Trooper’s modified attribute value the task is neither and success of failure. A stalemate.

Trooper Roles

Using the modifier group the Troops within an army can be trained in specific roles and gain bonuses when performing those roles.

For example: A cavalry unit has a different skill set, equipment and role compared to the infantry.

The training can also be used to boost the professional fighter’s skill sets. The elites of an army who specialise in war and dedicate their lives to fighting are far more proficent (and more expensive) than conscripts.

Category: Prototype Rules Page

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