Overview
I tried to make a little summary of the manual for the combat calculations
What is Drn?
DRN: Dominions Random Number – This is a roll of two six-sided
dice (2d6) but with an additional bonus: if any individual die roll is “6,” one is subtracted, and then that die is re-rolled and added to the result. This is referred to as an “open-ended” 2d6 roll.
F.e. :
first roll is a 6 and a 4. Since there is a 6 in the roll we do 6-1 =5 and we keep the 4 (total of 9) and we reroll the dice that rolled 6. If we roll another 6 we restart the progress 6-1=5 (new total is 9+5). Our next roll is a 1 so the total is (5+4+5+1=15)
Combat calculations
Melee Combat:
Attack roll: Attackers att rating + DRN – Fatigue Penalty
Vs.
Defense roll: Defenders def rating + DRN – Fatigue Penalty – multiple att penalty (+shieldparry)
A shieldhit is when the attack can’t beat the defense roll with shield.
f.e: att 14+drn 7 = 21 Def 12 +Drn 6= 19 this would be a hit +4 parry = shield hit.
When we have a hit (attack roll > defense roll) then we got to the damage roll (also counts if we have a shield hit)
Damage roll: attackers strength + weapon dmg + DRN
VS
Protection roll: Protection + Drn +(shield protection rating if it’s a shield hit).
If the damage roll exceeds the protection roll we do direct damage to the unit.
*note that when the head is hit the armorvalue of the helmet is used instead*
Hit locations:
When we get a hit there is a calculation where the hit will take place on the body.
50% torso
20% arms
20% legs
10% Head —>losing you head is mostly instant death. (but not always – see the undead).
Not all location are as easily hit as other (imagine a dwarf trying to hit a giants head).
The game uses this calculation to make sure the bodyparts are even hittable.
reaching locations: attackers size + weapon lenght = defenders size. (do -1 for torsohit and -2 for arms hit)
Weapontypes:
Blunt: 2x dmg vs head after protection reduction.
Slash: +25% after protection deduction.
Piercing: -20% protection reduction
*note Underwater efffects: slashing and blunt weapons have an attack penalty equal to weapon length underwater, while piercing weapons do not.
How does the repel-function work?
Repel:
If the defender has a longer weapon than the attacker we have a repel chance.
defender’s attack roll vs attackers defense roll.
(For every repel the defender gets -1 weapon length.)
If the defenders repel attack is a hit then the following calculation starts, If not nothing happens:
att: Morale + DRN+(attackers size – defenders size).
def: 10 + DRN + (the nr the defender won the repel attack)/2.
If the attacker fails this roll he needs to abort his attack.
If the attacker succeeds then the defender makes a dmg roll vs the attacker and if this is a hit the attacker gets -1 hp.
summary:
defender attack stat + Drn vs attackers Defense stat + Drn (+shieldparry)
* if the defender wins the repel
—> Attackers Morale + Drn + (attackers size – defenders size) Vs 10 + Drn + (the number by which the defender won the Repel attack)/2
* if the attacker wins the morale check
—> defender: strength + wpn dmg + Drn Vs attackers: Prot + Drn + (shield prot)
if damage is inflicted => attacker can attack but receives 1hp dmg.
if no damage is inflicted => nothing happens further and attacker attacks.
* If the Defender wins the morale check => The attacker has to abort his attack.
* If the attacker wins the repel he attacks.
Missile combat
Missile combat:
When trying to hit a target there is a calculation to see how accurate a missile is.
Missiles deviate from target from precision/2 – 2.
So a unit with 8 precision can hit with 100% accuracy (8/2-2=2) 2 squares away.
*note: all numbers above 10 precision count double – 15 precision is 10 + 5×2 or 20 precision.
So a unit with 15 precision would be able to be accurate for a maximum range of (10+5×2)/2-2 or 8 squares.
Do remember some bows give extra precision.
If a missile hits a square with units the following calculation takes place:
attacker: DRN + (size points in square (2 size 2 creatures = 4))+2 if magic weapon.
def: 2 + DRN + (shield parry x 2) – fatigue/20
When there is a hit a dmgroll starts like it would with melee damage.
Damage roll: att strength + weapon dmg + DRN
Vs
Protection roll: Protection + Drn +(shield prot if it’s a shield hit).
Spell calculations
Spells:
Most spells work exactly like missiles except when the spell states “Magic resistance negates”. If this is the case then the following calculation starts:
Caster penetration: 10 + DRN + (additional skill in spel path)/2
defender’s resist: Magic resistaance + DRN + (skill in spell path)/2
The caster wins ties.
“Magic resistance negates easily” = -4 to the casters penetration roll.
“Hard to resist” gives the caster +4 in penetration.
Do note that precision here works like it did with missiles. Also some spells give extra precision.
How does fatigue work.
Fatigue:
In battle every time a unit attacks it’s encumbrance is added toward his fatigue.
If the unit has 2 attacks (f.e. 2 swords) than the encumberance is added once per attackround to the fatigue. Quickness gives the unit 2 attackrounds what gives it takes double encumberance.
For spells the fatigue is calculated in another way.
Every spell has a fatiguenumber shown. The higher the casters skill the lower this number becomes:
1/(1+(mage skill – needed skill)
so 1 extra skillpoint = ½
2 extra skill = 1/3
3 extra skill = ¼
spellcasters also get bonus fatigue for wearing armor when casting spells. This is armor encumbrance x2.
So for spellcasters the fatigue is spellfatigue + encumberance
For each 10 points of fatigue the defensevalue falls by 1.
For each 20 points of fatigue the attackvalue drops by 1.
At 100 fatigue the unit becomes unconscious.
All fatigue received above 200 is substracted from hp and is lethal.
(Fatigue above 200 does damage units, but at a 10:1 ratio i.e. every 10 points of fatigue recieved gives 1 damage. However, this rounds up, so taking 3 points of fatigue above 200 deals 1 damage just like taking 10 does. *thx to Ithuriel for clarifying this).
Fear, Awe and morale checks
Fear:
Fear = morale check against 10 over an AOE of 6. A fear +4 gives a morale check of 10 over 6 + 4 AOE.
For every +5 fear the fear check raises with 1 So a Fear+10 would give AOE of 16 and a check of 12
If the squad fails this check it routs.
Awe:
Awe forces the attacker to make a morale check against 10 + Awe. If he loses he can’t attack.
Morale check:
Morale + DRN Vs. number stated + DRN