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To use:
Magic Lookup Table
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Set the numbers or relative importance of factors in Col C.
Durability/MoraleDamageSpeedArtillerySpecialistsSpecialist Skills
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An Importance factor of 0 means no points will be allocated. An importance factor of -1 or less will mean random values will be allocated (random faction generator)
1SourceryEtheralsKinetic Casters
Telepath Network
TimebombWaybender
Magical resistance
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ONLY EDIT THE GREEN CELLS in col C. Your army is presented below
2CreationFixed DefensesCold RayFloating discsMass ReductionWorld-BuilderLine Holders
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3Chaos
Adaptive response
warping magicWindcallerLightningStorm CasterBezerkers
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YOU setRandomisedUSE4DestructionWar paintCleaving runesBurning steedVoid threadPyromancersLine breakers
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Total Points:60,00060,0005AncestralWarding GhostsUnited strike
Predictive dreams
Unerring aimMystical Sage
Weapons Cross-training
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Number of Armies59512000
Average point size of an army or fleet
6PrimordialHealingTooth and ClawLandscapeForest seederForest Lord
Wilderness survival
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Number of Navies57Thirsty GodsGolem Bodies
Blood God blessings
Were-shapeDark PortalChosen One
Empowering others
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8NecromancyMind ThrallsVampirismUndead mountChoking gasNecromancerPoisons
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Importance of Types:9DemonologySmoke cloudsBound weapons
Shadow stepping
Screaming skullsSummonerNight fighting
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Sheer mass numbers1,000121,00053%
The random generator is slighty biased towards mass numbers to make more slightly more realistic armies
10HeavenlyInspiring MusicFocused WillGolden WingsShaft of lightBanisherInspiriing others
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Technology700770037%
Note that even an armoured knight counts as using some metal and forging technology.
11Sourceryfast reactions
Increased Density
Location swapping
Magnetic manipulation
BalancerExtra senses
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Beasts0800%12CreationShield golems
Master crafted weapons
Clockwork wingsGolem ArtilleryCrafter
Upgrading themselves
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Magic200320011%13ChaosRippling skinEnergy reflectionAbstract wingsfusion of targetsAlchemistInfiltrators
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Sub total1,90014Destruction
Fractured reflection
Collapsing ground
driving hungerCrater makerTerrarifter
Destruction of cover
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Importance of Tactics:15Ancestral
Martial memories
Totem Spiritbonded mountHaunted devicesShaman
Heroic standards
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Durability/Morale545#REF!16Primordial
Carapace Armour
Hunters leapwings of nature
living ammunition
Changling Use of cover
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Damage output383#REF!17Thirsty GodsBattlefield ritualsDancer's poseTireless energyEnergy leechCult magos Sky darkening
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Speed111#REF!18Necromancy
maggot symbiotes
panic macabre fly swarmpus bombsUndead hive
Mutual reanimation
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Artillery242#REF!19DemonologyChained soulsExtra mouthsExtra legsGremlin crewShadow Lord
territory corruption
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Specialists248#REF!#REF!20HeavenlyCrystal ArmourRazor edgesInspired chargeStone blockArchangel Sky brightening
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Sub total#REF!
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This matrix records the outline types of magic that your faction might use.
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row lookupRacial MagicDurability/MoraleDamageSpeedArtillerySpecialistsSpecialist Skills
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Main magic (1-10)1131Sourcery
This can be arcane, practical, shamanistic or religious in anture
2345678
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Secondary Magic (1-10)161Sourcery
This can be arcane, practical, shamanistic or religious in anture
SourceryEtheralsKinetic Casters
Telepath Network
TimebombWaybender
Magical resistance
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SourceryEtheralsKinetic Casters
Telepath Network
TimebombWaybender
Magical resistance
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Typical Army
there are 5 of these, each worth about 12000
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nameRegimentA trained, normal human musketer =1 point. A Spearman or zombie =0.2 points. Some superhuman elf might reach 4.
This matrix multpiles out the tactics and technoligies to feed into the particular units
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Troops of the line
PointsIndividualsEach WorthUnit Matrix
Sheer mass numbers
TechnologyBeastsMagic
This table converts % costs into adjectives
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Core Troops#REF!#REF!0.5points#REF!
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52.63%36.84%0.00%10.53%0noneterribly built
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Fast troopsBeasts/ Beast Riders#REF!#REF!#REF!pointsA normal trained calavary/dragoon rider+mount= 2points, a normal war dog might by 0.4 (assuming well used and supported)Durability/Morale#REF!#REF!#REF!#REF!#REF!1a fraction poorly built
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1Enhanced#REF!#REF!#REF!points#REF!Damage output#REF!#REF!#REF!#REF!#REF!2about a quarterpurpose built
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Speed#REF!#REF!#REF!#REF!#REF!3about a thirdwell built
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SkirmishersSkirmishers#REF!#REF!0.6pointsSet to between 1 and 3x a core troop depending on skill and independenceArtillery#REF!#REF!#REF!#REF!#REF!8mostheavily built
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War beastsBeast & Handlers#REF!#REF!10.6pointsSet to between 1 and 20x a core troop depending on size and ferocitySpecialists#REF!#REF!#REF!#REF!#REF!9nearly allarmoured
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Durability/MoraleArmy#REF!#REF!#REF!#REF!10allplated
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ArtilleryField Guns / Ballista#REF!#REF!#REF!pointsSet to between 8 and 25 points per gun. Includes 2x gunners Includes logistic trainDamage outputArmy#REF!#REF!#REF!#REF!
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Seige Cannon / trebuchet#REF!#REF!#REF!points#REF!SpeedArmy#REF!#REF!#REF!#REF!
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ArtilleryArmy#REF!#REF!#REF!#REF!
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Elite troopsElite Troops#REF!#REF!2.7points#REF!SpecialistsArmy#REF!#REF!#REF!#REF!
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3Special Troops#REF!#REF!1.4points#REF!
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Magicians
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2Battle Mage#REF!#REF!5.3points#REF!
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1Artillery Mage#REF!#REF!#REF!pointsworks with artillery using Timebomb magics
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2Arch Mage#REF!#REF!53.0pointsA fully powered Waybender of tremendous power and skill.
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TOTAL per army#REF!
Sheer mass numbers
TechnologyBeastsMagic
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Durability/MoraleNavy#REF!#REF!#REF!#REF!
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Damage outputNavy#REF!#REF!#REF!#REF!
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Typical Fleet
there are of these, each worth about 12000
SpeedNavy#REF!#REF!#REF!#REF!
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ReaversLight cannon#REF!pointsset as half the points of a fieldgun setArtilleryNavy#REF!#REF!#REF!#REF!
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Heavy cannon#REF!pointsset as half the points of a seige cannon setSpecialistsNavy#REF!#REF!#REF!#REF!
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Carrier Warbeasts10.6pointsset as the same as a land army warbeast
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Rowed ShipsPointsIndividual boats
Each roughly worth
Specialiatiespoints input
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Longships#REF!#REF!16#REF!Boarding#REF!
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Example: 25 points is a canoe with a dozen rowers, swivel gun and a squad of marinesmagic#REF!
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War Galley#REF!#REF!61#REF!Ramming#REF!
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Boarding#REF!
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carronade#REF!
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Sailing Shipsmagic#REF!
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Merchantman#REF!#REF!43#REF!Deck guns#REF!
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example 200 points = sloop with 12-20 medium caliber gunsMarines#REF!
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Frigate#REF!#REF!95#REF!Speed#REF!
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example 500-600 points = heavy frigate (razee) with up to 40 medium guns or a few larger ones, and a thicker hullBroadside#REF!
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magic#REF!
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Carrier#REF!#REF!96#REF!Durability#REF!
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Ships of the lineBeasts#REF!
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Man of war#REF!#REF!148#REF!Durability#REF!
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Broadside#REF!
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Marines#REF!
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Magic#REF!
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Battle Ship#REF!#REF!303#REF!Durability#REF!
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Broadside#REF!
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Marines#REF!
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Magic#REF!
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Allied / tamed beasts
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Sea beast#REF!#REF!36#REF!Damage#REF!
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Magic#REF!
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Total#REF!
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SummarissedMain magic (1-10)Sourcery
This can be arcane, practical, shamanistic or religious in anture
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and in order of individual numbers
Secondary Magic (1-10)Sourcery
This can be arcane, practical, shamanistic or religious in anture
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Core Troops#REF!#REF!0.5points#REF!
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Beasts/ Beast Riders#REF!#REF!#REF!points
A normal trained calavary/dragoon rider+mount= 2points, a normal war dog might by 0.4 (assuming well used and supported)
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Enhanced#REF!#REF!#REF!points#REF!
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Skirmishers#REF!#REF!0.6pointsSet to between 1 and 3x a core troop depending on skill and independence
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Beast & Handlers#REF!#REF!10.6pointsSet to between 1 and 20x a core troop depending on size and ferocity
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Field Guns / Ballista#REF!#REF!#REF!pointsSet to between 8 and 25 points per gun. Includes 2x gunners Includes logistic train
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Seige Cannon / trebuchet#REF!#REF!#REF!points#REF!
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Elite Troops#REF!#REF!2.7points#REF!
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Special Troops#REF!#REF!1.4points#REF!
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Battle Mage#REF!#REF!5.3points#REF!
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Artillery Mage#REF!#REF!#REF!pointsworks with artillery using Timebomb magics