Request For Feedback - New Rules - Structures; Siege EquipmentCity StructuresAll City Structures have Structure Points (SP), which are similar to Hits for units. An attack must specify that it does Structural Damage in order to damage a structure's SP.
Immobile StructuresGate: A city gate has a base 20 SP, +10 SP / City Level.
(opening, closing, and barring gate details pending.)
Walls: Each 4-square section of wall has a base 25 SP, +25 SP / City Level. The top of the wall is considered Elevation Level 1.
Defensive Tower: A defensive tower has 20 SP, +20 SP / City Level. The top of the wall is considered Elevation Level 2.
Spell Tower: A spell tower has 20 SP, +20 SP / City Level. The top of the wall is considered Elevation Level 2. A city can only have 1 spell tower.
Any offensive spell can be stored in a Spell tower. Each tower can store 2 spells, +1 per City Level. All spell effects are based on the Caster's stats at the time of casting.
Stored spells can only target flying units. Any caster or unit with Leadership can trigger the spells.
All Fire attacks against Flying units made by a Caster from a spell tower do an additional +1d6 / City Level.
Structure EnhancementsCrenelations (Walls, Towers): Units at the edge of the wall receive +4 cover bonus.
Arrow Slits (Walls, Towers): Units behind Arrow Slits receive +10 cover bonus, but -1 Elevation Level (minimum 0 Elevation).
Mobile Structures All mobile structures require operators. Beasts, Mounts and Inhuman units cannot be operators. Mobile structures cannot be placed on Mounts or Transports. Mobile structures can be popped like units.
Heavy Ballista (4 UP, 18 SP): Requires 2 units or 1 Heavy Unit to operate. Grants Fire for [Combat/2 + 4d6 OR 2d6 Structural Damage]. Move 4{4}.
Catapault (4 UP, 12 SP): Requires 2 units to operate. Grants Fire for [3d6 normal + 1d6 that ignores defense OR 2d6 Structural Damage]. Move 4{4}.
Cauldron (4 UP, 24 SP): Requires 4 units to move. Requires 2 units to pour. Can only be used once every 2 rounds. Inflicts 4d6 to all units in 2x2 square in front of it. Ignores defense. Move 4{4}.
Assault Tower (8 UP, 35 SP): Requires 4 units to operate. The Top of the Assault Tower is considered Elevation Level 1. Unless the tower has Arrow Slits, operator Units inside the tower are completely concealed, and do not have RLOS on the field. Max 4 units inside, 4 units on top. Move 4{4}.
Covered Ram (4 UP, 20 SP): Requires 4 units to operate. Units only have RLOS on units of the same elevation. Grants Attack for 2d6 Structural Damage. Move 4{4}.
Ram (2 UP, 10 SP): Requires 4 units to operate. Grants Attack for 2d6 Structural Damage. Move 6{4}.
EquipmentMining Pick: Grants Attack for d6 Structural Damage.
Structure DestructionDestroying a gate simply makes the gate squares passable.
Destroying a 4-square section of wall will collapse the 4 squares above it, 2 squares in. Any non-flying units standing there will fall. (Falling damage is a hidden mechanic.)
Destroying a tower (mobile or otherwise) will collapse the entire tower. Any non-flying units standing there will fall.
Units that are underneath the collapsing structures also take falling damage, exactly as if they had been standing in the squares above them.