DO/ARM/Regiment attributes
From Dark Omen Wiki
Bit | BYTE 1 | BYTE 2 | BYTE 3 | BYTE 4 |
---|---|---|---|---|
1 | Unimpeded by difficult terrain Elves, treeman, spider, black grail, skel horsemen and wraith
| Skeleton flag Only skeletons and training dummy have this. Bodies seem to linger longer.
| Giant Only Treeman has this
| Unused
|
2 | Hate Greenskins Elves and treeman has this
| Unused
| Aetherial "racial" flag Only wraiths have this
| Unused
|
3 | Goblin racial flag Goblins and goblin fanatics have this
| Indestructible Only necromancer in B1_03 has this
| Unit contains fanatics Only goblin with fanatics has this
| Fear Elves Which unit has this?
|
4 | Elf racial flag Only elves have this
| "Engine of War" Rule Steam tank and goblin fanatics have this
| 360 Degree Vision Only giant spider has this
| Can't be selected Only goblin fanatics have this
|
5 | Cause terror Black Grail, Dread King, Hand of Nagash and Wraiths have this
| Unused
| Flammable Treeman and mummies have this
| No Item slots Treeman, scorpion, spider, and wraiths have this
|
6 | Cause fear Most undead have this
| Flee if charged? Stand firm then FLEE!? Only villagers have this. Could mean to never rout until enough to flee the battle
| Destroyed if routed Wights, wraiths, zombies, Carstein and dummies have this
| No retreat, no surrender! No regiment uses this. Unit will never rout, retreat button without any use. Banner of Defiance and cheat code DONTMESSWITHME and Ctrl+C+I have the exact same effect
|
7 | Unused
| Regenerates wounds Only trolls have this
| Cowardly Only ghouls have this
| Impervious to Magic Only necromancer in B1_03 has this
|
8 | Will never rout Flagellants, steam tank and most undead have this
| Immune to fear, can be routed Most undead have this
| Unit's attack or charge cause fear Screaming skull, undead chariot and Nagash has this
| Goblin Flag (Trading Post Map only) Only Night Goblins in B1_01 have this
|
Certain and tested
Highly likely but not tested
Function basically undeterminable... :(
Guess and/or untested
|
- I changed "psychology" to "attribute". I originally used the term psychology when I started mapping out the .arm files, and I thought that only the Warhammer psychology stuff (like hatred, saga animosity, fearless, etc) were stored there. But as also physical stuff like terrain striding etc are represented here "attributes" is a more descriptive term. Mikademus 23:24, 18 September 2008 (UTC)
I have started colour-coding the above table. Since it has been a while I am not certain which attributes I definitely determined and which I merely surmised. Ghabry is the the current authority on unit attributes, and I hope he will be able to complete the chart. Mikademus 12:43, 19 September 2008 (UTC)
About specific flags
Flag #3 (byte 1 bit 3): Only goblins have this set. It could simply to indicate race, or it could be to indicate goblins' racial traits. The WHTTv4 rules about goblins are:
Relevant WHFB TT goblinoid rules v4. Goblins
- have animosity toward other goblinoids
- hate dwarves (and gnomes)
- fear elves (of numbers > half the goblins)
- and some special stuff about being led by snotlings and substituting spells.
Flag #4 (byte 1 bit 4): Only elves have this set. It could simply to indicate race, or it could be to indicate elves' racial traits. The WHTTv4 rules about elves are:
Relevant WHFB TT v4 elves rules. Elves
- are feared by Goblins if less than twice the numbers
- have double encumbrance from armour
Wood elves
- Suffer no movement or manoeuvre penalties in wooden areas
- have 6" longer range with bows
- and some special stuff about being substituting spells.
Are elves equipped with the same longbow (missile weapon type) as f.i. Helmgard Longbowmen? If so then we know that at least the additional distance rule applies.
Flag #18 (byte 3 bit 2): Only wraiths have this set. It could simply to indicate race, or it could be to indicate wraiths' special traits. The WHTTv4 rules about wraiths are:
Relevant WHFB TT v4 wraith rules. Wraiths
- are immune to all psychology (seems not to be true in DO)
- cause fear 12" +2 in all living creatures regardless of size
- can only be damaged by magic, magic weapons, daemons, or undead chill attacks
- have chill attacks that automatically cause 1 wound, no save and no armour
- are bound to a particular place and dematerialise if they leave this zone or the thing they're attached to is destroyed
- can pass through any material obstacle unhindered
Flag #12 (byte 2 bit 4): This units can't fight in Closed Combat and can drive over other regiments while charging.