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Copyright 2004 Enlightened Age Entertainment
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Each round wounds may be inflicted to both leaders and the Guardian, or either/both may
be killed.  When a Leader or Guardian receives damage up to 25% is a light wound. 
Wounds that total 25-60% are serious wounds.  Wounds totaling over 60% are critical
wounds.  If a leader receives 100% or more of hit points, it is dead.
Light wounds and serious wounds have no effect during combat, other than being
reported in the encounter report.  When a leader has received a wound or wounds that
total 60% - 99% (Critical wounds), his chance to score a hit are reduced by 50%. 
Example: a Tribune who had suffered two wounds that total 65% is Critically Wounded
and now has only a 30% to score a hit.  Additionally, a Critically Wounded leader who
does score a hit inflicts only 50% of the normal damage.  This is also true for the Dozen 
- they reduce their chance to hit and damage by 50% once they have received 60%
damage.
A Guardian who has received Critical Wounds also has his chance to hit reduced by 50%
each attack and the damage inflicted is the minimum of his Damage Dealt range.
All phases in an Unusual Encounter are the same:  all participants get their attacks in, and
in the case of the Guardian, the program assigns a target for each attack within the
investigating party.  Wounds are assessed in the phase they occur and effect subsequent
phases (unlike the other battle types where leader wounds don’t resolve until the end of
battle).
Artifacts equipped on Leaders in Unusual Encounters.  For all artifact classes, apply
the Leader Bonus to the rank of the leader.  So a general (rank 10) with a Power 2
weapon like Spear of Achilles, which has a 40% leader bonus, means the general is
treated as rank 14 for the battle, for purposes of determining hit percentage, damage he
can take, and chance to hit..
The Unusual Encounter Tactics
The Unusual Encounter Tactics
The tactics in Unusual Sightings are simple.  There are no special requirements. 
Essentially, they reflect a level of commitment to the objective – how much blood of
theirs they will allow spilt before they withdraw.  However, Guardians are often
overwhelming in their ferocity and can wreck havoc in a single round – so there is no
guarantee even in the Measured tactic that any leaders will survive.
Measured
Measured:
– will attempt to withdraw if two or more leaders have received Serious
wounds (or worse);
Ambitious
Ambitious:
– will attempt to withdraw if three or more leaders have received Critical
wounds (or worse);
Blaze of Glory
Blaze of Glory:
– there will be no retreat.  Either the Guardian is defeated and the
artifact recovered, or everyone dies in the attempt.
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