Difference between revisions of "Talk:Fleet Action"

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Borrows somewhat from Fate and my own ideas. More roleplay than wargame.
 
 
 
=Quick Guide=
 
=Quick Guide=
 
==Operation==
 
==Operation==
Stress Gauge usually starts at 0. Every turn in set piece battle adds 1 stress. When stress hits limit, Fleet dissolves in an uncontrolled rout immediately.  
+
When using Advantage roll twice, use higher. When rolling at Disadvantage roll twice, use lower.
 +
 
 +
Units locked in Melee can not be affected by Attack or Support actions. At the end of the Round, the tokens will do flat firepower damage to each other. Units that enter the Broken state are automatically Overrun. Melees continue until one side is defeated or broken contact.
 +
===Fleet===
 +
Stress Gauge usually starts at 0. Every turn two fleets are locked in battle adds +1 Stress. If Stress goes over its limit, the Fleet is no longer capable of fighting.
 +
 
 +
Cohesion refreshes every turn up to its rating, + free Cohesion. Free Cohesion generated by Characters carries over from Round to Round until used.  
  
Cohesion Pool refreshes to maximum every turn. Fleet actions use Coherence. Temporary Coherence generated by characters add one.  
+
Fleet Train refreshes every turn up to its rating.  
  
 
{|class="wikitable" style="text-align: center; margin:auto;"  
 
{|class="wikitable" style="text-align: center; margin:auto;"  
 +
|-
 +
|+ Example Fleet
 
|- valign="middle"
 
|- valign="middle"
 
| colspan="3" |''Screen''
 
| colspan="3" |''Screen''
 
|- valign="middle" style="font-size:80%"
 
|- valign="middle" style="font-size:80%"
! colspan="3" | Line of Battle
+
! colspan="3" | Wall of Battle
 
|- valign="middle"
 
|- valign="middle"
 
| [First Wing]
 
| [First Wing]
Line 17: Line 23:
 
| [Third Wing]
 
| [Third Wing]
 
|- valign="middle" style="font-size:80%"
 
|- valign="middle" style="font-size:80%"
! colspan="3" | Fleet Train
+
! colspan="3" | Stress Gauge: 8, Cohesion: 5, Fleet Train: 5
 
|-
 
|-
 
|}
 
|}
  
Characters are separate from Fleet actions. Characters have '''one''' action in a round. Flag and Line officers need a flagship (see Groups).  
+
===Characters===
 +
Flag and Line officers require a flagship (see Units).  
  
 +
Staff have two special actions every round.
 
===Set Piece Battle===
 
===Set Piece Battle===
# Initiative: Screens roll off against each at TN 6.  
+
Battles go in four phases. Headquarters rolls all Fleet Actions unless a Line Officer is controlling an Element.
# Planning: Headquarters defines formation by moving Groups between Elements. Can describe a '''Tactic''' at the cost of one Cohesion, adds bonuses to certain Fleet Actions on a successful roll. Groups can be reformed in the Fleet Train. Characters in Headquarters can also:
+
 
#* Change formation by moving Groups between Elements.  
+
# Initiative: Screens roll. (Sum EW, TN 6)
#* Reform Groups, up to Fleet Train rating.
+
#: Loser of roll must go first in Planning and Execution phase. Actions applied second in Results phase.
#* Roll to add temporary Cohesion or perform Special Action.  
+
#: Winner of roll goes after in Planning and Execution phase. Actions applied first in Results phase.  
 +
# Planning: Flag plans the next stage in the battle.
 +
## Transfer Units between Elements for one Cohesion.
 +
## Describe a '''Tactic''', on successful roll provides bonuses to actions or special results such as adding Stress directly to enemy Fleet.  
 +
## Fleet Train can Support for one Cohesion.  
 +
## Staff Officers in Headquarters can choose two Actions:
 +
#:* Add a flat bonus to the '''Tactics''' roll.
 +
#:* Roll to add Cohesion or clear away Stress.  
 +
#:* Roll to identify Advantage or overcome Disadvantage.
 +
#:* Roll to reform additional Units & rally Broken Units.  
 
# Execution: The Fleet Elements perform their actions. Each action costs one Cohesion:
 
# Execution: The Fleet Elements perform their actions. Each action costs one Cohesion:
#* Attack (Add Firepower values of Groups, TN 6)
+
#* ''Attack'' (Sum Firepower, TN 6)
#* Defend (Add Firepower values of Groups, TN 6)
+
#* ''Defend'' (Sum Firepower, TN 6)
#* Charge (Add Mobility values of Groups, TN 6)
+
#* ''Charge'' (Sum Mobility, TN 6)
#* Support (Add Firepower values of Groups with artillery trait, TN 5)
+
#* ''Barrage'' (If Barrage trait Sum firepower, TN 5)
 
# Results: GM describes overall results.  
 
# Results: GM describes overall results.  
## Damage is dealt. Groups are affected.
+
## Group statuses are updated.  
## Stress is tallied from results.  
+
## Any ongoing Melees are resolved.
 +
## Stress is added.
  
=Full=
+
=Full Design doc=
 
==Command==
 
==Command==
 
At the Operational level there are three different roles for Characters: '''Flag Officer''', '''Staff Officer''', and '''Line Officer'''. By default a character with a large number of ships is assumed to be the Flag Officer while those commanding smaller units are assumed to be Line Officers. Characters without a specific field command are usually assumed to be Staff. However, Characters can pick whichever roles they feel are most appropriate to the narrative.  
 
At the Operational level there are three different roles for Characters: '''Flag Officer''', '''Staff Officer''', and '''Line Officer'''. By default a character with a large number of ships is assumed to be the Flag Officer while those commanding smaller units are assumed to be Line Officers. Characters without a specific field command are usually assumed to be Staff. However, Characters can pick whichever roles they feel are most appropriate to the narrative.  
  
:Only one Character can act as the '''Flag Officer''' in a given Fleet, and every Fleet must have one. They are ultimately responsible for the Force's success or failure by setting its objectives and issuing fleet-wide orders. (e.g. Jellicoe or Speer)
+
:Only one Character can act as the '''Flag Officer''' in a given Fleet, and every Fleet must have one. As the chief commander they direct the overall battle by setting the Fleet's tactics and formation. (e.g. Jellicoe or Speer)
  
 
:A '''Staff Officer''' is active throughout an operation advising the Flag Officer, organizing the Fleet, and ensuring orders are carried out effectively. (Admiral Fischer in LoGH or [])
 
:A '''Staff Officer''' is active throughout an operation advising the Flag Officer, organizing the Fleet, and ensuring orders are carried out effectively. (Admiral Fischer in LoGH or [])
Line 48: Line 66:
 
:The '''Line Officer''' controls a single Element and can play a major role in its performance, attack other Characters, and can even choose to disobey the orders of Headquarters. (e.g. Beatty or Hipper)
 
:The '''Line Officer''' controls a single Element and can play a major role in its performance, attack other Characters, and can even choose to disobey the orders of Headquarters. (e.g. Beatty or Hipper)
  
The Flag Officer and their Staff form the '''Headquarters''' which directs the overall battle but is '''not''' involved with more localized actions. Line Officers may comment on a situation for the benefit of Headquarters but cannot directly act.  
+
The Flag Officer and their Staff form the '''Flag''' which directs the overall battle but is '''not''' involved with more localized actions. Line Officers may comment on a situation for the benefit of Headquarters but cannot directly act.  
  
 
Characters with their own independent Fleets may elect to unify their command, forming a '''Combined Fleet''' which acts as one large Fleet with a single Flag Officer.  
 
Characters with their own independent Fleets may elect to unify their command, forming a '''Combined Fleet''' which acts as one large Fleet with a single Flag Officer.  
  
Each round Characters have one action.
+
==Fleets==
 +
A '''Fleet''' is represented on the table by a Token. Fleets are made up of '''Elements''', and Elements are made up of '''Units'''. Both are also represented by Tokens on the table.  
  
==Fleets==
+
Fleets have a '''Stress Gauge''', a '''Cohesion''' pool, and a '''Fleet Train'''.  
A '''Fleet''' is represented on the table by a Token. Fleets are made up of '''Elements''', and Elements are made up of '''Groups'''. Both are also represented by Tokens on the table.  
 
  
Fleets have a '''Stress Gauge''', a '''Cohesion''' pool, and a Fleet Train rating. Stress tracks . Cohesion is used every time a Fleet performs an Action.  
+
The '''Stress Gauge''' represents a mix of morale, fatigue, and equipment. A Fleet going over the limit is no longer controllable and is it at the mercy of a still formed enemy.  
  
'''Elements''' are the major tactical divisions of a Fleet: a '''Screen''', the '''Wings''' of a Wall of Battle, and a '''Fleet Train'''. The Screen is the independent avant-garde of a Fleet that protects it from surprise attack, performs reconnaissance, and hunts their enemy counterparts often across a very dispersed frontage. The Wall of Battle is the main body of the fleet which plays the decisive role. The Fleet Train is responsible for supplying the fleet and reducing system defenses.
+
'''Cohesion''' represents the potential for coordinated action. The Cohesion pool
  
There can be only one Screen and Fleet Train. The Wall of Battle is divided into Three.  
+
The Fleet Train is responsible for supplying the fleet and reducing system defenses. . It is also determines the Fleet's efficiency in sieges.  
  
 
No two fleets are alike, as they all have different purposes and levels of support.
 
No two fleets are alike, as they all have different purposes and levels of support.
  
Groups are the small units, up to 8 ships, that make up a Fleet.
+
===Elements===
 +
'''Elements''' are the major tactical divisions of a Fleet: a '''Screen''', the '''Wings''' of a Wall of Battle, and a '''Fleet Train'''. There can be only one Screen and Fleet Train. The Wall of Battle is divided into three Wings. An Element without any active Units is Collapsed, requiring a point of Cohesion to reform.
 +
 
 +
The '''Screen''' is the independent avant-garde of a Fleet that protects it from surprise attack, performs reconnaissance, and hunts their enemy counterparts often across a very dispersed frontage. The Screen is active in the Initiative and Execution phase of a set piece battle.
 +
*The Screen can not use the Barrage action.
 +
 
 +
The '''Wings''' of the Wall of Battle.
 +
 
 +
The Fleet Train an element is special. It can not be targeted until a Wing of the Wall of Battle has Collapsed, if so every point of damage will take out one point of Fleet Train. It can only perform a the Support action in the Planning phase.
 +
*Support: Disrupted Units cost one point to restore. Broken Units cost two points to restore.
 +
 
 +
===Units===
 +
Units are the small groups of ships, that make up a Fleet.
 +
 
 +
A group has four stats: Mobility, Firepower, Defense, and EW. Mobility determines how many and affects Charge actions. EW affects Initiative.
 +
 
 +
'''Frigate Flotilla''': 3 Mobility, 1 Firepower, 1 Defense, 2 EW <br>
 +
'''Cruiser Flotilla''': 2 Mobility, 1 Firepower, 1 Defense, 1 EW, <br>
 +
'''Heavy Squadron''': 1 Mobility, 2 Firepower, 2 Defense, 0 EW, [Barrage] <br>
 +
 
 +
Units have three damage states: Ready, Disrupted, Broken. Ready is the default state. Fatigued units can still function but are now vulnerable to becoming Broken. Broken units no longer count to the Element, but can still be moved.
 +
 
 +
If a unit takes further fire it is Overrun and taken out of play permanently.
  
 
==Operations==
 
==Operations==
 
An operation begins long before the fleets are locked in battle.
 
An operation begins long before the fleets are locked in battle.
  
# Initiative: Each Fleet determines its initiative. The Screen rolls
+
===Advantage & Disadvantage===
# Planning: Headquarters defines formation, and overall plan.
+
Advantage & Disadvantage represent factors that strongly affect the conduct of a battle. A field of asteroids, for example, may offer cover against enemy fire or frustrate an assault. A well-aimed volley of missiles might disperse the field. Careful analysis of an enemy formation might reveal a major gap in the formation. However, that gap may actually be the bait for a minefield. Characters can both identify, overcome, and neutralize Advantages & Disadvantages.
# Execution: The Fleet Elements perform their actions.
+
 
# Results: 
+
Characters can Identify an Advantage on a successful roll. The difficulty is affected by its scope and permanence. Scope in this case means who and what is affected; an Advantage that covers an entire Fleet is a much bigger deal than one which covers only a single element. Permanence is the length the effect lasts.
 +
 
 +
The simplest kind of advantage or disadvantage is a transient one turn single-sided effect that is only relevant to one Element.
 +
 
 +
Overcoming a Disadvantage or neutralizing an enemy Advantage works on similar terms.
 +
 
 +
===Melee===
 +
Units locked in Melee can not be affected by Attack or Support actions. At the end of the Round, the tokens will do flat firepower damage to each other. Units that enter the Broken state are automatically Overrun. Melees continue until one side has broken or broken contact.
 +
 
 +
==Battle==
 +
The  
 +
===Screening===
 +
===Planning===
 +
Units are moved between Elements during the Planning phase. Moving Units costs a single point of Cohesion. Additionally, Units can only move in accordance with their Mobility:
 +
*2 Mobility to Move from the Screen to any of the Wings.
 +
*1 Mobility to move from one Wing to an adjacent Wing
 +
*1 Mobility to move from any of the Wings to the Fleet Train.
 +
 
 +
A '''Tactic''' is . A convincing Tactic may require Units be moved around.  
 +
===Execution===
 +
Elements can perform multiple actions, however, they can not perform the same action twice.  
  
===Maneuver===
+
: ''Attack'' (Sum Firepower, TN 6)
 +
The Element attacks. Each success does one damage.
  
===Battle===
+
: ''Defend'' (Sum Firepower, TN 6)
 +
The Element defends. Each success negates a sux of an enemy Attack or Charge. Any leftover sux are applied as damage to the attacking Element.
  
----
+
: ''Charge'' (Sum Mobility, TN 6)
(draft material)
+
The Element attempts to close the distance between it and its opposite as quickly as possible. Each success locks a token on either side in a Melee.
  
Fleet types have different basic statistics that represent their authorized materiel as dictated by naval legislation and their general expected level of support, readiness, and training.  
+
: ''Barrage'' (Sum Firepower values of Units with Barrage trait, TN 5)
 +
Like an attack in most respects, however, a Barrage can target any Element.  
  
[fleet types]
+
===Results===
 +
Each round, every fleet involved takes 1 Stress. Additionally,
 +
==(draft material)==
  
The Fleet in aggregate is represented by a Flag or Unit Insignia which tracks its major statistics: Cohesion, Attrition and Logistics.  
+
Fleet types have different basic statistics that represent their authorized materiel as dictated by naval legislation and their general expected level of support, readiness, and training.  
  
 
Capital Ship Ratio (assuming fleet size 200)
 
Capital Ship Ratio (assuming fleet size 200)
 
1/4 (Guard) = 40
 
1/4 (Guard) = 40
 
1/8 (Normal) = 25
 
1/8 (Normal) = 25
 
The components of a Fleet are Elements. Each element . Every fleet '''must''' have a Screen and a
 
 
Fleets are made up of Groups representing small tactical groups of 4-10 ships. There are three broad categories of Groups: Light, Ship of the Wall, Capital. Each category
 
 
Token are apportioned to Fleet Elements.
 
  
 
# Initiative: In the Initiative phase the Screen attempts to gather data on the enemy’s maneuvers and prevent their counterparts from doing the same. Their respective success or failure determines who, if anyone, has initiative. Engagements that have become too chaotic or frenzied (such as a general melee) may not have this phase.  
 
# Initiative: In the Initiative phase the Screen attempts to gather data on the enemy’s maneuvers and prevent their counterparts from doing the same. Their respective success or failure determines who, if anyone, has initiative. Engagements that have become too chaotic or frenzied (such as a general melee) may not have this phase.  
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Use stats from [[Talk:Not_Created_Equal#100thlurker_Character_skills_proposals|Talk:Not Created Equal]].  
 
Use stats from [[Talk:Not_Created_Equal#100thlurker_Character_skills_proposals|Talk:Not Created Equal]].  
  
2 in all attributes, distribute 12 pts between military skills.
+
2 in all attributes, 2 in all stats.

Latest revision as of 18:20, 28 January 2016

Quick Guide

Operation

When using Advantage roll twice, use higher. When rolling at Disadvantage roll twice, use lower.

Units locked in Melee can not be affected by Attack or Support actions. At the end of the Round, the tokens will do flat firepower damage to each other. Units that enter the Broken state are automatically Overrun. Melees continue until one side is defeated or broken contact.

Fleet

Stress Gauge usually starts at 0. Every turn two fleets are locked in battle adds +1 Stress. If Stress goes over its limit, the Fleet is no longer capable of fighting.

Cohesion refreshes every turn up to its rating, + free Cohesion. Free Cohesion generated by Characters carries over from Round to Round until used.

Fleet Train refreshes every turn up to its rating.

Example Fleet
Screen
Wall of Battle
[First Wing] [Second Wing] [Third Wing]
Stress Gauge: 8, Cohesion: 5, Fleet Train: 5

Characters

Flag and Line officers require a flagship (see Units).

Staff have two special actions every round.

Set Piece Battle

Battles go in four phases. Headquarters rolls all Fleet Actions unless a Line Officer is controlling an Element.

  1. Initiative: Screens roll. (Sum EW, TN 6)
    Loser of roll must go first in Planning and Execution phase. Actions applied second in Results phase.
    Winner of roll goes after in Planning and Execution phase. Actions applied first in Results phase.
  2. Planning: Flag plans the next stage in the battle.
    1. Transfer Units between Elements for one Cohesion.
    2. Describe a Tactic, on successful roll provides bonuses to actions or special results such as adding Stress directly to enemy Fleet.
    3. Fleet Train can Support for one Cohesion.
    4. Staff Officers in Headquarters can choose two Actions:
    • Add a flat bonus to the Tactics roll.
    • Roll to add Cohesion or clear away Stress.
    • Roll to identify Advantage or overcome Disadvantage.
    • Roll to reform additional Units & rally Broken Units.
  3. Execution: The Fleet Elements perform their actions. Each action costs one Cohesion:
    • Attack (Sum Firepower, TN 6)
    • Defend (Sum Firepower, TN 6)
    • Charge (Sum Mobility, TN 6)
    • Barrage (If Barrage trait Sum firepower, TN 5)
  4. Results: GM describes overall results.
    1. Group statuses are updated.
    2. Any ongoing Melees are resolved.
    3. Stress is added.

Full Design doc

Command

At the Operational level there are three different roles for Characters: Flag Officer, Staff Officer, and Line Officer. By default a character with a large number of ships is assumed to be the Flag Officer while those commanding smaller units are assumed to be Line Officers. Characters without a specific field command are usually assumed to be Staff. However, Characters can pick whichever roles they feel are most appropriate to the narrative.

Only one Character can act as the Flag Officer in a given Fleet, and every Fleet must have one. As the chief commander they direct the overall battle by setting the Fleet's tactics and formation. (e.g. Jellicoe or Speer)
A Staff Officer is active throughout an operation advising the Flag Officer, organizing the Fleet, and ensuring orders are carried out effectively. (Admiral Fischer in LoGH or [])
The Line Officer controls a single Element and can play a major role in its performance, attack other Characters, and can even choose to disobey the orders of Headquarters. (e.g. Beatty or Hipper)

The Flag Officer and their Staff form the Flag which directs the overall battle but is not involved with more localized actions. Line Officers may comment on a situation for the benefit of Headquarters but cannot directly act.

Characters with their own independent Fleets may elect to unify their command, forming a Combined Fleet which acts as one large Fleet with a single Flag Officer.

Fleets

A Fleet is represented on the table by a Token. Fleets are made up of Elements, and Elements are made up of Units. Both are also represented by Tokens on the table.

Fleets have a Stress Gauge, a Cohesion pool, and a Fleet Train.

The Stress Gauge represents a mix of morale, fatigue, and equipment. A Fleet going over the limit is no longer controllable and is it at the mercy of a still formed enemy.

Cohesion represents the potential for coordinated action. The Cohesion pool

The Fleet Train is responsible for supplying the fleet and reducing system defenses. . It is also determines the Fleet's efficiency in sieges.

No two fleets are alike, as they all have different purposes and levels of support.

Elements

Elements are the major tactical divisions of a Fleet: a Screen, the Wings of a Wall of Battle, and a Fleet Train. There can be only one Screen and Fleet Train. The Wall of Battle is divided into three Wings. An Element without any active Units is Collapsed, requiring a point of Cohesion to reform.

The Screen is the independent avant-garde of a Fleet that protects it from surprise attack, performs reconnaissance, and hunts their enemy counterparts often across a very dispersed frontage. The Screen is active in the Initiative and Execution phase of a set piece battle.

  • The Screen can not use the Barrage action.

The Wings of the Wall of Battle.

The Fleet Train an element is special. It can not be targeted until a Wing of the Wall of Battle has Collapsed, if so every point of damage will take out one point of Fleet Train. It can only perform a the Support action in the Planning phase.

  • Support: Disrupted Units cost one point to restore. Broken Units cost two points to restore.

Units

Units are the small groups of ships, that make up a Fleet.

A group has four stats: Mobility, Firepower, Defense, and EW. Mobility determines how many and affects Charge actions. EW affects Initiative.

Frigate Flotilla: 3 Mobility, 1 Firepower, 1 Defense, 2 EW
Cruiser Flotilla: 2 Mobility, 1 Firepower, 1 Defense, 1 EW,
Heavy Squadron: 1 Mobility, 2 Firepower, 2 Defense, 0 EW, [Barrage]

Units have three damage states: Ready, Disrupted, Broken. Ready is the default state. Fatigued units can still function but are now vulnerable to becoming Broken. Broken units no longer count to the Element, but can still be moved.

If a unit takes further fire it is Overrun and taken out of play permanently.

Operations

An operation begins long before the fleets are locked in battle.

Advantage & Disadvantage

Advantage & Disadvantage represent factors that strongly affect the conduct of a battle. A field of asteroids, for example, may offer cover against enemy fire or frustrate an assault. A well-aimed volley of missiles might disperse the field. Careful analysis of an enemy formation might reveal a major gap in the formation. However, that gap may actually be the bait for a minefield. Characters can both identify, overcome, and neutralize Advantages & Disadvantages.

Characters can Identify an Advantage on a successful roll. The difficulty is affected by its scope and permanence. Scope in this case means who and what is affected; an Advantage that covers an entire Fleet is a much bigger deal than one which covers only a single element. Permanence is the length the effect lasts.

The simplest kind of advantage or disadvantage is a transient one turn single-sided effect that is only relevant to one Element.

Overcoming a Disadvantage or neutralizing an enemy Advantage works on similar terms.

Melee

Units locked in Melee can not be affected by Attack or Support actions. At the end of the Round, the tokens will do flat firepower damage to each other. Units that enter the Broken state are automatically Overrun. Melees continue until one side has broken or broken contact.

Battle

The

Screening

Planning

Units are moved between Elements during the Planning phase. Moving Units costs a single point of Cohesion. Additionally, Units can only move in accordance with their Mobility:

  • 2 Mobility to Move from the Screen to any of the Wings.
  • 1 Mobility to move from one Wing to an adjacent Wing
  • 1 Mobility to move from any of the Wings to the Fleet Train.

A Tactic is . A convincing Tactic may require Units be moved around.

Execution

Elements can perform multiple actions, however, they can not perform the same action twice.

Attack (Sum Firepower, TN 6)

The Element attacks. Each success does one damage.

Defend (Sum Firepower, TN 6)

The Element defends. Each success negates a sux of an enemy Attack or Charge. Any leftover sux are applied as damage to the attacking Element.

Charge (Sum Mobility, TN 6)

The Element attempts to close the distance between it and its opposite as quickly as possible. Each success locks a token on either side in a Melee.

Barrage (Sum Firepower values of Units with Barrage trait, TN 5)

Like an attack in most respects, however, a Barrage can target any Element.

Results

Each round, every fleet involved takes 1 Stress. Additionally,

(draft material)

Fleet types have different basic statistics that represent their authorized materiel as dictated by naval legislation and their general expected level of support, readiness, and training.

Capital Ship Ratio (assuming fleet size 200) 1/4 (Guard) = 40 1/8 (Normal) = 25

  1. Initiative: In the Initiative phase the Screen attempts to gather data on the enemy’s maneuvers and prevent their counterparts from doing the same. Their respective success or failure determines who, if anyone, has initiative. Engagements that have become too chaotic or frenzied (such as a general melee) may not have this phase.
  2. Planning: Headquarters analyze the situation and issue their orders. Both sides describe the overall formation they want their fleets to adopt to the GM. The GM approves the and assigns any bonuses.
  3. Execution: The Fleet Elements choose and begin their Actions.
  4. Results:

Set Piece

Whenever two fleet groups mutually agree and commit to pitched battle, bringing the full weight of their numbers to bear on each other. In a Set Piece engagement there are two major lines.

Test Characters

Use stats from Talk:Not Created Equal.

2 in all attributes, 2 in all stats.