More on why KoW are wimpier than Horali & Iron Dwarfs.

From: Lewis Jardine (JARDINE@rmcs.cranfield.ac.uk)
Date: Fri 10 May 1996 - 16:16:54 EEST


Hi All

        I know that stats are not totally appropriate for this digest but
I thought that I could illustrate my point in the previous posting with
some stats. THESE ARE NOT GOSPLE, TAKE EM OR IGNORE THEM AS THEY FIT
YOUR CAMPAIGN. I do not want to get into a discusion on bite attack
percentages...

Horali

Poor: They don't exist, just send them for more training.

Average (for Horali that is. These are onli used to support superior and
elite troops. They were never intended to be the only troops):

STR: 15(35), CON: 15(35), SIZ: 15(20), DEX: 20(40), INT: 15, POW: 20, CHA: 20.

Armour Iron Plate (12) + 8 points of armouring enchantment (on skin).
Hit Points: 15 + 13 (enhances) + 12(enchants) = 40

Weapons: Chosen: 200, 2nd: 150, 3rd 125, Others 100.

Most other combat skills at 100+

Magic: Loads of sorcery spells...

Superior:

As above but add:

5 more POW (making 25)!
4 more points of armouring ench.
10 points of strengthening enchantment.

Weapons: Chosen 350, 2nd 250, 3rd 200 others 150.

Magic: (Magical Xtals as well as loads of sorcery spells.

Elite:

STR: 20(45), CON: 20(45), SIZ: 20(40), DEX: 21(45), INT: 20, POW: 30, CHA: 20.

Armour Iron Plate (12) + 18 points of armouring enchantment (on skin).
Hit Points: 20 + 23 (enhances) + 37(enchants) = 80!

Weapons: Chosen: 500, 2nd: 350, 3rd 300, Others 200.

Most other combat skills (including bite attack) at 200+

Magic: Magical weapons, odd bits of adamant, truestone arrow heads,
all the usual clobber (XTALs etc) and loads of sorcery spells...

Oh, and most of these guys have the potential to becoe heroes...

Iron Dwarfs

Trooper (often referred to as young'un or young gun...):

Age: 100 ish

STR: 20, CON: 20, SIZ: 10, DEX: 16, INT: 15, POW: 15, CHA: 10.

Armour Dwarven Superior Iron Plate (16) + 8 points of armouring enchantment
(on skin).
Hit Points: 15 + 10(enchants) = 25

Weapons: Chosen: 200, 2nd: 150, 3rd 125, Others 100.

Most other combat skills at 100+

Magic: Loads of magical mechanical enhancements (including immunity to
critical hits)...
Such as telescopic sights on crossbow.
Explosive crossbow bolts!
Truestone crossbow bolts.
Pair of flintlock pistols.
And absolutely everything is made out of iron, so trolls and elves watch it!

Squad Leader (often referred to Sir):

Age: 200+ ish

STR: 25, CON: 25, SIZ: 10, DEX: 20, INT: 18, POW: 20, CHA: 15.

Armour Dwarven Master Iron Plate (20) + 16 points of armouring enchantment
(on skin).
Hit Points: 18 + 22(enchants) = 40

Weapons: Chosen: 300+, 2nd: 250+, 3rd 200+, Others 150+.

Most other combat skills, including combat engineering, at 150+

Magic: As above, plus
Truestone Hammer (for bypassing pesky magical protections).
A couple of disorder kegs and handgrenades.
Powered magical xtal.
Gold inlay handles on revolvers.

Iron Mostali (often referred to Clint):

Age: 1600+

STR: 40, CON: 40, SIZ: 20, DEX: 30, INT: 20, POW: 40, CHA: 30.

Armour Dwarven Exceptional Iron Plate (25) + 30 points of armouring enchantment
(on skin).
Hit Points: 30 + 50(enchants) = 80

Weapons: Chosen: 800, 2nd: 600, 3rd 400, Others 300+.

Most other combat skills, including combat engineering, but not cooking,
at 300+

Magic: As above, plus
Adamant Axe (that'll sort the b......s out)!
Various hero powers such as "Look Really Mean", "Go Ahead Make My Day Punk"
and "He Always Wins".
Diamond inlay handles on magnums.
Poncho and Cheroot.

Kingdom of War

Trooper:

Age: 20+ ish

STR: 18, CON: 18, SIZ: 13, DEX: 16, INT: 13, POW: 13, CHA: 10.

Armour:- Plate (8)
Hit Points: 16

Weapons: Chosen: 100+, 2nd: 90+, 3rd 80+, Others 75+.

Most other combat skills, including rapine, at 50+

Magic: Extensive combat spirit magic and a few points of Divine Magic
eg: Truesword and Shield
A few points of magic storage.
Probably an iron main weapon.

Squad Leader

Age: 25 ish

STR: 20(30), CON: 20(30), SIZ: 16(20), DEX: 20(30), INT: 15, POW: 18, CHA: 15.

Armour:- Iron Plate (12)
Hit Points: 32 + 7 (Enhancements)

Weapons: Chosen: 150+, 2nd: 120+, 3rd 100+, Others 90+.

Most other combat skills, including rapine, at 75+

Magic: Extensive combat spirit magic and at least 10 points of Divine Magic
eg: Truesword and Shield
Many points of magic storage.
Iron weapons.
Probably a powered xtal.

Regiment Leader

Age: 30 ish

STR: 20(40), CON: 20(40), SIZ: 16(30), DEX: 20(40), INT: 18, POW: 20, CHA: 20.

Armour:- Iron Plate (12) + 8 points of armouring enchantment
Hit Points: 32 + 17 (Enhancements) + 11 (Strengthening Enchantments) = 60

Weapons: Chosen: 250+, 2nd: 200+, 3rd 150+, Others 120+.

Most other combat skills, including rapine, at 120+

Magic: Extensive combat spirit magic and at least 15 points of Divine Magic
eg: Truesword and Shield
Many points of magic storage.
Iron weapons.
Powered xtal.

Well, as you can see the KoW is low on quality (when compared to the
immortals). However, they make up for it on quantity and quick replacement.

I can imagine a battle with a small contingent of iron dwarfs. The normal
KoW troops can't touch the dwarfs and just get slaughtered around them.
Then some grossed out baddy uses (a heavily boosted) Sever Spirit to kill
their leader. The dwarfs (getting pissed off) pick up his body and wade
off the field (slaughtering another couple of regiments to make their point).
Note that when someone is wearing 16+ points of critical proof armour they
are virtually unkillable (ref: Onslaught).

Cheers
        Lewis

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