Hello,
artshiraz was so kind and did this great translation job for us.
Thanks to him :mrgreen:
Recruitment card analyses
Today we will present you the caracteristics of a recruitment card with the help of our friendly missionary who's always happy to act.
Each combatant on the battlefield is defined by a series of coded caracteristics which you'll find on all recruitment cards.
On most cards these caracteristics are printed in two different colors: in black and green. The value in green is the important one when the the combatant is hit. Exception: in case of life points the value in green means the time from which on the combatant is supposidly hit.
Movement (DPT)
This value indicates the number of fields the combatant can move in a play turn, when moving normally. This value can be changed regularly depending on the combatants actions and the orders they receive.
Schoot (TIR)
This value represents a D6. It means the number of dices used by this combatant when he makes an attack with a long-range weapon (arrows, throwing knifes, grenades, etc) This caracteristic shows the markmanship with this weapon.
Combat (CBT)
This value represents a D6 number. It shows the number of dices used. This caracteristic shows the hand-to-hand combat profience, the physical battle abilities and equipment of this combatant. It shows both the beserk furie and the cold-headed experience.
Defense (DEF)
As the name says, this caracteristic shows the difficulty to hit the combatant while in combat. It is against this caracteristic that adversary forces will make their attack rolls in hand-to-hand (and to a certain extend long range). This caracteristic shows everything at once. Rapidity, agility and martial art of a combatant. Normally Defense can't be higher than 5. In very few cases though -and every time pointed out as such- Defense can be 6.
Protection (PR)
This value means armor (natural or not) and the ability to stomach hits. It will be discounted against total damage points after an attack.
Life Point (PV)
This value shows the number of damage points the combatant can stomach before dying in battle. If this value is accompanied by a second value in red print, this last (red) value will mean an injury value (VB). The initial life points value will diminish after each taken and accounted damage. This new life point value will then be considered actual life point value. A combatant is dead when his total life point value is equal or below 0 (zero).
A combatant is considered injured if his life point value is equal or below the value in red print (VB).
Faith (FOI)
This value shows the spiritual force of the combatant and can be considered a bonus in respect of the magical effects of the combatants own faith (creed). But it is also an instrument to resist hostile magic powers. A combattant who has the keyword "disbelieving" (faithless) doesn't have this caracteristic. Each game procedure using this caracteristic doesn't affect such a combatant.
Command (CMD)
This caracteristic shows the ability of the combatant in affecting his allies in combat. This value is added to the command total of the company -at the game start. When a combatant with command value (at least 1) is eliminated, this value is instantly discounted from both the base command value and the actual command value.
Weapon caracteristics
Powertable
The power of the weapons is shown by a powertable, showing the number of damage done after a damage roll.
For contact (hand-to-hand) weapons, this value means power of the combatant as well as the weight of the weapons and the ability to "hit".
For long-range weapons, this caracteristic is, at once, an account/affinity of the combatant for certain weapons (bow, sling, throwing weapons, ..) and the natural impact power of the said weapon (crossbow bolts, frontloader bullets).
Each powertable shows the damage from 1-5 hits, even if the combatant can't be hit that often. This is made so that possible positive modificators might negate the hits.
Some special effects can be released after a number of hits has been reached.
The player controlling the combatant can always choose to inflict fewer hits than his attack roll has shown (even no hit at all).
Example: a sucubus using her whips will have the following powertable
Number of hits / Number of damage
1 / 3
2 / 4 + pain 2
3 / 6
4 / 8
5 / 6 + putting down
In her attack roll she gets 3 hits against an adversary. So she can cause 6 damage points. She also has the possibility to consider causing only 2 hits, but giving "pain" for 2 turns. Or she might choose inflicting only 1 hit and 3 damage points or even 0 hits and so no damage at all.
Range (for long range weapons)
This value is used for long range difficulties. It shows the amount of fields. This value is multiplied to get the difficulty threshold in relation of the distance between assailant and objective.
Type of damage
Most weapons have a keyword telling the type of damage the weapon causes. Most often this will be piercing, carving or blunt. But you might find more exotic ones like stare, breathing, etc.. This keyword doesn't (generally) affect the game directly, but is used to release some special skills. Some weapons have a few types of damage.
Weapon skills
Some weapons have special skills which can be used to differentiate them.
Nature of the combatants
Each combatant is defined by a certain amount of keywords
used to define him more corectly. These keywords are used to decide if the combatant can be the aim of a special attack, if he is affected by magical effects, etc..
Practical Magic
*Infernaliste x/y
These are the combatants controling lemures. This keyword is particular in the way that the word is followed by two values telling the amount of lemures the combatant can control at the same time (x) and the total number of lemures he can use during the game (y).
*Mentaliste
Combatants having one or more auras
Base width
Each combatant in Hell Dorado is placed upon a base corresponding to their own height and weight. There are three base types and certain game mecanics use them ( see fig.1)
-middle sized base (30mm)
-large sized base (40mm)
-huge sized base (50mm)
Worth (Value), faction and singleness (of combatant)
each combatant is worth a certain amount of army points. This represents the power of the combatant on the battlefield. Normally a company is composed by miniatures whose army points totalis not higher than 200.
Each combatant will be member of one of the five different factions (westerners, crusaders, demons, damneds and mercenaries). Mercenaries have a certain tolerance against the other factions and can thus be employed by each of them (with certain conditions).
Each combatant has a singleness which represents the way he can be recruited into a company.
*Unique
This combatant is named. There can only be one of this name in a company no matter the size of said company.
*Limited x
This combatant can be used a couple of times in a company. It is possible to recruit x-times this combatant for each (200 army point) part.
*Unlimited
There is no limitation of use for this combatant. He can be recruited as often as the company allows. This is the default value for each combatant.