Player character creation works as follows:
The above steps may occur in any order that makes sense.
Once a player's point budget is met, he may no longer elect new soldiers.
The meaning of these terms will be explained in what follows.
In a usual wargame, players are constructing entire armies, so the point budget for buying soldiers is much higher. In Brigandine, players need only a handful of soldiers, so the point budget is 12.
Within this point budgets, players are allowed to (and inded encouraged to) control as many characters as they wish.
Whenever a player loses a soldier, the player regains those lost points. Players may also voluntarily drop a soldier from their control, also freeing those points. These points may be used at a later (reasonable) time to attempt to recruit additional characters, within the point budget.
Soldiers who are dropped from control are assumed to be exhausted from adventuring, and will not assist in either exploration or battle. They will assist in depleting rations, as they still require upkeep until they can return to town. As soon as reasonably possible, these former soldiers will return to civilization and remain there. They can rejoin the party later, if desired.
Through continued play, the players may build up a "stable" of soldiers residing in some basecamp area (such as town, or a fortress controlled by the players), all of whom can be swapped in, out, and between players as needed, within the limits of the point budget.
Even though players are working cooperatively, no player should use his point budget to buy soldiers that are controlled by another player. This defeats the play dimension of choosing a good squadron.
Below are the available character classes, along with their point-buy values. Each will be explained separately.
As characters continue to adventure, they gain battlefield experience. As they continue gaining experience, they will fight with greater ferocity, become more impervious to blows, or otherwise increase in effectiveness. All soldiers begin at 1st rank, but gradually progress. Character classes have a max rank, after which they stop improving.
In a usual wargame, soldiers are described only in terms of the sort of damage they perform, what weapons they are vulnerable to, how they fare against calvary charges, how far they can move, and other tactical factors.
In Brigandine, the individual soldiers of your squadron require greater description. To this end they are given "statistics" or "stats." Each "stat" is a die, usually a d6, and is generated by rolling 4d2, in order. The stat is the die that has that many sides. Any time the game requires rolling dice to resolve a situation, you will roll dice corresponding to one of your stats. The principal stats are:
|
The exact order of these stats on the character sheet is not important, but the order they will be rolled must be written down before rolling.
If your play group does not have the special dice, the referee is free to set any other dice, as convenient.
Taking d6If a player so chooses, and before rolling for a stat, the player may elect to simply take d6 in a stat. Flattening the chainMost gamers do not even have one d5 or d7, much less pools of them.One option to maintain stat die, but sticking to Platonic solids, is to roll 4d2 as normal, but treat 4-5 as d4 and 7-8 as d8. This will significantly flatten the histogram of results, as shown. Since this might be overly punishing to players, you could flatten it by instead treating 3-7 as a d6, with 4 as d4 and 8 as d8 |
In addition to the core stats defined above, the soldiers will also have the usual tactical factors familiar from wargames.
In any combat, it is necessary to know:
which will be listed, e.g. attk 2HF, def 3LC, for short. These are determined by class, level, and equipment worn:
determined by | |||
---|---|---|---|
class | level | equipment | |
#attk | X | X | |
#def | X | X | |
attk type | X | X | |
def type | X | X |
Some creatures (such as dragons or demons) are exceptionally powerful and cannot be fought by mere mortal men. Such monsters can only be vanquished using the Fantasy Combat rules. Certain character classes are able to advance onto the Fantasy Combat tables, and if so are given an FC type. This only occurs for some classes and only at higher levels.