DO/Rules/Factions/Special Factions Rules (SFR)

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SPECIALS FACTIONS RULES (SFR)

- The SFR where thought to resolve in some way various conflicting situations that can appear in the beginning, in the course of the battle or at the end. BUT, it’s very important to make clear that the use of the Factions don’t implies the use of the SFR. I repeat; if you use the Factions you don’t have the obligation to use the SFR. So, in the same way that you and your opponent agree the use of the Factions, both of you must agree the use of all the SFR, some of them or none. When a unit have on the Special column, a code with letters (like the HC) means that, if the SFR are going to be used, that unit is subject to the special rule that the code represents (for example; the HC means that all the units that have this code are subject to the HONOR CODE rule)

Still, the players can choose to use all the SFR, or some of them; so following the example, if the opponents agree to use only the HONOR CODE rule and not the ARTILLERY BATTERY (AB) then all the units that have both codes must ignore the AB code.



HONOR CODE (HC)

- This rule have no effect on the development of the battle and its only active when the unit subject to the Honor Code remain as the last unit standing of his army; On this point the effect begins: the unit cannot force a charge anymore = the player cannot use the charge button on the Control Panel or hit the hotkey that have the same effect.

Obviously you can order this unit to charge another, but the charge must be activated automatically by the program, when the unit reach his charge distance from the enemy unit. Still, you can try to avoid certain types of attacks through the normal movement speed of the unit or try to make some hit-and-run tactic, but without the use of the forced charge.

The Sorcerers also cannot use the Teleport Spell anymore when the Honor Code its active. Still, they can use all his other spells.

A routed unit cannot be considered defeated until the white flag appears on his banner.


Example: Two armys are confronted: one is compose by 1 unit of Crossbowmen and 2 units of Swordsmen; the other is 1 Necromancer with the Witch Flight spell, 1 unit of Zombies and 1 unit of Ghouls.The battle starts and continue as normal; in one point the two units of Swordsmen are eliminated and the only unit that remains in one side are the Crossbowmen, and in the other the Necro and the Zombies. Since the Crossbows have the Honor Code, once the last man of the last unit of Swords, have died, they cannot force a charge anymore. Still, they began a hit-and-run tactic to cut down the Zombies; meanwhile the Necromancer use his Teleport Spell and another offensive spell again and again to reduce the lines of the Crossbowmen. The men manage to kill all the Zombies, and so since the Sorcerer is the last unit remaining of the undead force, and is subject to the Honor code, cannot force a charge anymore and it cannot use the Witch Flight spell. But with his other spell, finally defeats the few Crossbows that remained.



ARTILLERY BATTERY (AB)

- This Special Rule you can find it only in warmachines or similar units. If you buy two (2) units of the same type that are subject to this rule, you MUST place them side by side, in an horizontal, vertical or diagonal way, but at least they must be touched in one point. If you have more than two identical units you are not obligated to place this third unit next to the other two, still you can do it if you want. BUT, if you have 4 units of the same type subject to the Artillery Battery rule, then you have two options; placed them all togheter or two in one place of the map and the other two in another spot. The order must be made always in pairs.

Example:One player have 4 Bolt Throwers, and 1 Rock Lobber and in his deployment area he put 2 Bolts side by side on the left of the map, the other 2 side by side on the right and in the center the Rock Lobber. This is correct.



CHALLENGE (CHA)

- This rule his also applied on the last instance of the battle when both armys are reduced to 1 unit.

  1. You can only make a Challenge with a unit that is subject to this rule, and you can only Challenge TO a unit that is also subject to this rule, so if you try to apply this rule in your battle is better to remember wich units of your opponent have the CHA on his Special column.
  1. To make a CHA you must open the chat command with the “T” key and type the word CHALLENGE; you can do this two or three times to make sure that your opponent see the message. Once a CHA has been made it can’t be refused, so the other player have the obligation to accept, and this is going to be made also through the chat and typing an affirmative sentence; in this case an “ACCEPTED” or “OK” is enough.
  1. Once the CHA has been accepted, the unit that make it can only face to the enemy; besides of that it CAN´T DO anything alse, wich means no movements, use of items or spells, use of distance weapons, nothing more than wait for the charge of his opponent.
  1. The challenged unit, once that has accepted the CHA, MUST CHARGE to his rival, this unit cannot do anything else that click on the enemy banner and go to the clash.

Note that any spell cannot be cast since the confirmation of the Challenge and the start of the melee, and this include the Dispel Spell.

  1. Once that the two units are in melee, they can use all the tools that they got to destroy his enemy; Strenght Command, Items, Spells, etc.
  1. If, for any reasons, once the Challenge has been confirmed and in any instance after this, one of the two units routs from the duel, the other unit CAN use all the ways permitted to destroy that unit.

But, if this unit manages to reagroup, then the Challenge its renew automatically, but this time the unit that rally is the one that must hold the charge and the other one MUST CHARGE.

And so on in this way, until one of the two units is destroyed or flee from the battle.

It’s very important to make clear that the Challenge is not an obligation even if both of the last units are subject to this rule. Both players can decide to use another ways to finish the battle.

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