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How it works:

The mechanism is based on what I called FECO AI conditions that responds to:
F: Friend close (d<10cm and with visual to the selected mini) or not.
E: Enemy in sight or not.
C: In cover or in Open
O: Objective (Witch Stone or Mission Objective)
The AI deck card is composed of 18 cards to manage the actions of the opposing virtual controlled player.
So the machanics to use it are as follows:
1- In the initiative phase the player resolves the Initiative as per the rules. Similarly the player acts with his warband as he would do it against a real oponent.
2- When it is the turn to act with the AI controlled warband the player has to select an unactivated miniature this turn and after the mini selected draw a card from the FECO AI deck. It is
important to note that the selection of the mini has to be first with Heroes and then if there are no more unactivated Heroes to go with unactivated Henchmen starting from those which
are closer to an enemy.
It is important to denote here that the selection of the miniature is relevant for the mechanism defined. The AI system will control the packaging concept of the warband.
As a general rule the selected mini and all the Henchmen of the same band around it at 10cm or less and with visual to the selected mini will do the same action determined by the AI
card unless the card specifies another thing. The HEROE section of the card it is used to break the general rule and it is to represent specific heroic or cautious actions from HEroes as
they are the Elite of the game.
3- The first thing to check are the FECO conditions in the left hand side of the card:
- If the conditions are fully met, then the miniature will take the movement and shooting as described.
- If there is at least one condition not met then the miniature will take the action described in the second section of the card.
When a FECO condition has no value is because does not matter the situation in that particular case for that value. Let's see some examples:
F: <10
E: No
C: Yes
O: >20
=> It means that IF the miniature has some friends in LOS at 10cm or less and there is no Enemy in sight and it is in cover and beyond 20cm of an objective of the mission then it acts as
per the upper section card describes.
F: Solo
E:
C: Yes
O:
=> It means that if the miniature is alone (friends are beyond 10cm) and it is in cover no matter if he sees or not enemies and no matter his position respect any Objective it will met the
conditions and it will act as per the upper card.
4- Moreover, if the mini selected in Step 2 is a Heroe, first you must roll a Leadership test. If it is a pass then the Heroe will act based on the HEroe section of the card. If it is not passed
then will follow instructions as described in Step 3. It will allow to recreate the heroic actions or unpredicted actions from Heroes. This section also contains some steps to randomize the
deck as you will see.
The card also indicates if the miniature can change altitude level or not:Climb or change level through a stairs.
5- After finishing the turn you must reshuffle the deck again to generate a new deck to play next turn.
Action Card description:

Move: Indicates normal movement ratio apply movement penalties if mini crosses difficult terrain.

Run: 2xMovement rate as per the rules. Apply penalties and limitations to this type of movement.

Charge: Indicates a straight charge against an opponent. Proceed as you would do it. So try always to contact enemy. Don't cheat yourself! ;)

Shoot: Action to shoot against an opponent. Follow the normal rules. If you run or charged you can't shoot for example.

Switching levels: Apply logic based on the action. If the objective (enemy, witch stone, Prisoner,etc) is in a different level, try to climb, take stairs or ramps or jump down according the
rules.

Objectives: Objective can be varied depending on the scenario.: Witchstones, Building, Prisoner, Enemy Heroe or whatever is the Objective as per the scenario conditions.

Target: Can be Heroes or Henchmen. When specified the action can take only against that type.

Enemies in-sight: Means you have an opponent in the visual of your figure.

Cover: Cover means the miniature to activate is behind a cover element (i.e window, Wall, Linear obstacle, ramp) related to the enemy it has in sight. (Note there is no Cover with No
enemy in sight conditions).
And of course this mechanism can be ported to any other era like WW2, Modern or Sci-fi just adapting the conditions and behavior.
FECO AI SYSTEM for MORDHEIM v1.01

<10
No

No
>20



M
S
Hero Initiative
Run to the
objective and
finish in cover
Shoot if
possible.
Move ahead alone and
stop to shoot when in
LOS
Move to rejoin closer
friends. Shoot if possible.
<10
Yes

Yes
>20



M
S
Hero Initiative
Move to the
objective
Shoot if
possible.
Move ahead or sideway
alone to find cover.
N/A.
Reshuffle used cards.
Solo
No






M
S
Hero Initiative
Run to the
objective finish
in cover
No shoot
Move to pack with closer
group and shoot when in
LOS
Charge enemy.
Yes

Yes
<20



M
S
Hero Initiative
Hold.Find
Cover <3cm
Shoot if
possible.
Charge against closer hero.
If no heroe in LOS charge
against Henchmen.
Move to seek cover and
shoot or Charge if HA >3
Solo
Yes


>20



M
S
Hero Initiative
Move to take
cover towards
objective
Shoot if
possible.
Charge the enemy alone
if enemy in Open or
move to take Cover.
Move to rejoin closer
friends. Shoot if possible.
<10
Yes

No
>20



M
S
Hero Initiative
Move to take
cover
Shoot if
possible.
Charge the closer enemy
Heroe in Open or in Cover. If
no Heroe hold and shoot
Henchmen.
Move to rejoin closer
friends. Shoot if possible.
<10
Yes

No
>20



M
S
Hero Initiative
Don't move
Shoot if
possible.
Move ahead alone to
take cover and shoot
when in LOS
Move to cover and Shoot if
possible.
Solo


Yes
>20



M
S
Hero Initiative
Run to the
objective finish
in cover
Shoot if
possible.
Run to the objective and
stop. Take cover if
possible. Do not shoot.
N/A. Reshuffle used cards.

Yes


<20



M
S
Hero Initiative
Charge enemy
No shoot
Charge with all friends in
d<5
Run to higher position for
shooting.

No


>20



M
S
Hero Initiative
Run to the
objective finish
in cover
Shoot if
possible.
Run ahead with friends
in d<=10
Charge enemy in Open o

No


<20



M
S
Hero Initiative
Hold.
Shoot if
possible.
All friends in LOS d<=10
hold and shoot.
Move to the objective.
Shoot if possible.
Solo


Yes




M
S
Hero Initiative
Move back to
pack with other
friends in
cover.
Shoot if
possible.
Do Nothing. Sorry man!
Do not reshuffle for next
turn
Move in cover to objective
with friends at d<5. No Shoot.
Solo



<20



M
S
Hero Initiative
Take cover
moving d<5.
Shoot if
possible.
Hold all friends in d<=10.
Shoot.
Take cover and Shoot only
to Enemy Hero if possible.



No
>20



M
S
Hero Initiative
Charge and
friends in d<10
No.
Move ahead alone and
stop to shoot when in
LOS
<10
Yes


<20



M
S
Hero Initiative
Charge alone
N/A
Move ahead alone and
stop to shoot when in
LOS
Move to objective alone. Shoot
only to a Heroe if it is in LOS.
Solo
Yes

Yes
>20



M
S
Hero Initiative
Seek cover for
d<10cm
Shoot if
possible.
Move ahead alone and
stop to shoot when in
LOS
Charge.
Discard inmediately next card.

Yes

Yes




M
S
Hero Initiative
Move to the
objective finish
in cover
Shoot if
possible.
Move to objective end in
Open alone and stop to
shoot when in LOS
Run to take and hold the
objective. Take Cover.
<10
Yes

Yes




M
S
Hero Initiative
Hold.
Shoot if
possible.
Charge the enemy alone.
Move to rejoin closer friends.
Shoot if possible to Closer
target.
1 2 3 4 5 6
7 8 9 10 11 12
13 14 15 16 17 18
Move in cover to objective
with friends at d<5. No Shoot.
By Crusher By Crusher By Crusher By Crusher By Crusher By Crusher By Crusher By Crusher
By Crusher By Crusher By Crusher By Crusher By Crusher By Crusher
By Crusher By Crusher By Crusher By Crusher By Crusher By Crusher

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