Thaumatank
A Magitechnological marvel of immense power, unparalleled defensive capability, and more than respectable speed. A Thaumatank in salvageable condition is extraordinarily rare find, but the condition of the plating hardly matters; the real "fun" of a Thaumatank is in its triple-array of Thaumic Drivers, the large Mana Cannon on the other side, and the powerful Mana Barrier it activates in any dangerous situation. Between its high natural Defense and its Mana Barrier, most small arms fire will have no effect on it whatsoever. Cannot be constructed with current technology. Requires a driver to function; attacking requires a gunner.
-Stats
= Attack 15*3 (Thaumic Drivers, Directed Magic, fire 3 times per attack, AP11): 0 + 5*[STYLE:Magitech] Level + 5*[DOCTRINE:Superior Ranged Armament] Level
= Attack 35 (Mana Cannon, Explosive, Low Base Accuracy, Extra Accuracy vs. Vehicles): 20 + 5*[STYLE:Magitech] Level + 5*[DOCTRINE:Superior Ranged Armament] Level
= Defense 30: 20 + 5*[STYLE:Magitech] Level
= Movement 25: 15 + 5*[DOCTRINE:Mobility] Level
= Magic 30: 20 + 5*[STYLE:Magitech] Level
= HP 100: 60 + 20*[STYLE:Magitech] Level
= Morale 100: 50*[STYLE:Magitech] Level
= Mana 34: Magic + 2*[STYLE:Magitech] Level
-Traits
= STYLE: Magitech (Ranged attacks use no ammo, Attack stat scales with STYLE:Magitech; +5*[STYLE:Magitech] Level Armor Piercing on Dual Thaumic Driver Unit)
= DOCTRINE: Mobility (Movement stat scales with DOCTRINE: Mobility)
= DOCTRINE: Superior Ranged Armement (Ranged Attacks cause extra Morale damage, Attack and Thaumic Driver Armor Piercing stats scale with DOCTRINE:Superior Ranged Armament)
= Vehicle (Is hit twice at doubled Attack value by Explosive damage type, increases Morale and Morale Defense of attached units, causes Morale loss on death, gains Traits/Abilities/Stats based on crew)
-Abilities:
= Short Range Teleport (1 Mana, Move Action, Movement+[DOCTRINE:Mobility] Level Teleportation)
= Thaumatank Mana Barrier (1 Mana per turn, Free Action to activate, activates automatically if attacked with sufficient mana, Magic Stat is added to Defense while active, negates enemy Armor Piercing while active)
-Variant: Dual Machine Gun Turrets. Upgraded from Thaumatank using 2 Equipment. http://www.bay12forums.com/smf/index.php?topic=92361.msg2596479#msg2596479"Thunderhead" Magitech APC
This Magitech vehicle, described once as a hybrid of an A.P.C. and a pillbox, allows for up to eight foot soldiers on its right side, two on its left, and a heavy weapons troop on its left, to all fire from within the safety of its defenses. Its components are largely copied from the Thaumatank. Additionally, it has a Dual Thaumic Driver Unit installed at the front; it fires only directly ahead, and is mostly used for clearing space it intends to occupy. Requires a driver to function. Created using 12 Parts.
-Stats
= Attack 9*2 (Dual Thaumic Driver Unit, Directed Magic, fires two times per attack, Forward Arc 15 degrees, AP4): 6 + [STYLE:Magitech;] Level + [DOCTRINE:Superior Ranged Armament] Level
= Defense 30: 20 + 5*[STYLE:Magitech] Level
= Movement 24: 10 + 7*[DOCTRINE:Mobility] Level
= Magic 30: 20 + 5*[STYLE:Magitech] Level
= HP 100: 50 + 25*[STYLE:Magitech] Level
= Morale 100: 20 + 40*[STYLE:Magitech] Level
= Mana 34: Magic + 2*[STYLE:Magitech] Level
-Traits
= STYLE: Magitech (Ranged attacks use no ammo, Attack stat scales with STYLE:Magitech; +2*[STYLE:Magitech] Level Armor Piercing on Thaumic Driver)
= DOCTRINE: Mobility (Movement stat scales with DOCTRINE: Mobility)
= DOCTRINE: Superior Ranged Armement (Ranged Attacks cause extra Morale damage, Attack stat scales with DOCTRINE:Superior Ranged Armament)
= Vehicle (Is hit twice at doubled Attack value by Explosive damage type, size debuff to its chance to be hit, increases Morale and Morale Defense of attached units, causes Morale loss on death, gains Traits/Abilities/Stats based on crew)
= Spacious (Can carry 35 units of Cargo [Food, Parts, Resources, etc.] and up to 16 foot soldiers plus its Driver)
= Firing Ports (Up to 8 foot soldiers may fire from the right side; 2 foot soldiers and a heavy weapons soldier may fire from the left side; movement penalty is equal to half the unit's velocity, attack actions are performed as the foot soldiers' attacks, not the Thunderhead's)
= Power Transfer Units (Foot soldiers within the Thunderhead may use its Mana for their abilities or to increase their own mana reserves)
-Abilities:
= Short Range Teleport (1 Mana, Move Action, Movement+[DOCTRINE:Mobility] Level Teleportation)
= APC Mana Barrier (1 Mana per turn, Free Action to activate, activates automatically if attacked with sufficient mana, Magic Stat is added to Defense while active, negates enemy Armor Piercing while active)
= Broadside (1 Mana, Attack action, allows right side or left side soldiers to fire)
"Paperback" Magitech Light Scout
A less-than-impressively armed and armored scout craft not meant for direct confrontations, armed with a pair of fixed Light Thaumic Drivers. Requires a driver to function. Created using 4 Parts.
-Stats
= Attack 6*2 (Light Thaumic Drivers, Directed Magic, fires two times per attack, Forward Arc 15 degrees, AP2): 3 + [STYLE:Magitech;] Level + [DOCTRINE:Superior Ranged Armament] Level
= Defense 4: 0 + 2*[STYLE:Magitech] Level
= Movement 30: 10 + 10*[DOCTRINE:Mobility] Level
= Magic 2: 0 + [STYLE:Magitech] Level
= HP 20: 0 + 10*[STYLE:Magitech] Level
= Morale 30: 10 + 10*[STYLE:Magitech] Level
= Mana 6: Magic + 2*[STYLE:Magitech] Level
-Traits
= STYLE: Magitech (Ranged attacks use no ammo, Attack stat scales with STYLE:Magitech; [STYLE:Magitech] Level Armor Piercing on Thaumic Driver)
= DOCTRINE: Mobility (Movement stat scales with DOCTRINE: Mobility)
= DOCTRINE: Superior Ranged Armement (Ranged Attacks cause extra Morale damage, Attack stat scales with DOCTRINE:Superior Ranged Armament)
= Vehicle (Is hit twice at doubled Attack value by Explosive damage type, causes Morale loss on death, gains Traits/Abilities/Stats based on crew)
= Direct Magitech Interface (This vehicle, designed for one person and giving little protection in and of itself, adds its users Defense, Magic, HP, Morale, and Mana to its own, sharing those stats between itself and its Driver. Technically, the vehicle itself
has no stats but attack and Movement - the other values are actually bonuses to the Driver's stats.)
-Abilities:
= Scout Teleport (1 Mana, Free Action, Movement+[DOCTRINE:Mobility] Level Teleportation)
= Personal Mana Barrier (1 Mana per turn, Free Action to activate, Magic Stat is added to Defense while active)
Magitech Elite
An extremely skilled, highly trained soldier with top-of-the-line Magitech equipment. Anyone who qualifies to become a Magitech Elite is too dedicated to you or your cause to betray you. Upgraded from Elite Magitech Infantry using 1 Equipment with 1 Week of special training by a Magitech Elite.
-Stats
= Attack 14 (Assault Rifle, Small Arms Fire, AP2): 6 + [STYLE:Magitech] Level + 2*[DOCTRINE:Superior Ranged Armament] Level + 1/2 [DOCTRINE:Mobility] Level + 2*[DOCTRINE:Superior Training] Level + 6% Elite Bonus
= Defense 12: 5 + 2*[STYLE:Magitech] Level + 1/2 [DOCTRINE:Mobility] Level + [DOCTRINE:Superior Training] Level + 6% Elite Bonus
= Movement 11: 5 + 2*[DOCTRINE:Mobility] Level + [DOCTRINE:Superior Training] Level + 6% Elite Bonus
= Magic 6: 3 + [STYLE:Magitech] Level + 6% Elite Bonus
= HP 64: 40 + 10*[STYLE:Magitech] Level + 6% Elite Bonus
= Morale 54: 50 + [DOCTRINE:Superior Training] Level + 6% Elite Bonus
= Mana 9: Magic + [STYLE:Magitech] Level + 6% Elite Bonus
-Traits
= STYLE: Magitech (Ranged attacks use no ammo, Attack stat scales with STYLE:Magitech; +1 Armor Piercing)
= DOCTRINE: Mobility (Movement stat, Attack stat, and Defense stat all scale with DOCTRINE: Mobility)
= DOCTRINE: Superior Ranged Armement (Ranged Attacks cause extra Morale damage, Attack and Armor Piercing stats scale with DOCTRINE:Superior Ranged Armament)
= DOCTRINE: Superior Training (Attack, Defense, Movement, and Morale stats all scale with DOCTRINE: Superior Training; Experience bonuses are increased by one percent per DOCTRINE: Superior Training Level; extra ranged accuracy; reduces odds of fatality to all members of its squad and can perform First Aid during combat)
= Officer (Can issue orders; increases Morale, increases Morale Defense, reduces chance of fatal wounding, and prevents routing of attached units; causes Morale loss to allies on death; does not gain Morale from other units with Officer; imparts Intensive Training bonus to attached units)
= Elite (Cannot defect, Morale loss leads to retreat instead of a rout; increases Morale of attached units [stacks with Officer]; can use Ranged attack in melee at no penalty; attacks cause extra Morale damage; all stats are increased by 3*[STYLE:Magitech] Level percent, rounded up; +(1 + [STYLE:Magitech] Level) Morale Defense)
= Magitechnician (Equipment is maintained automatically at no cost, immune to environmental debuffs)
-Abilities:
= Magitech Elite Short Range Teleporter (2 Mana, Free Action, Movement+[DOCTRINE:Mobility] Level Teleportation)
= Mana Grenade (1 Mana, Attack Action, 3*Magic Explosive Area Damage, reduces Morale of attacked units by total damage dealt by Mana Grenade for 1-3 turns on top of normal Morale Damage)
= Personal Mana Barrier (1 Mana per turn, Free Action to activate, Magic Stat is added to Defense while active)
Recruit: A soldier not yet using proper equipment. Cannot use or scale with most Styles or Doctrines.
-Stats
= Attack 3 (Assault Rifle, Small Arms Fire, AP1) 3
= Defense 3: 2 + [DOCTRINE:Superior Training] Level
= Movement 5: 2 + [DOCTRINE:Mobility] Level + 1/2 [DOCTRINE:Superior Training] Level
= Magic 1
= HP 20
= Morale 13: 10 + 3*[DOCTRINE:Superior Training] Level
= Mana 1
-Traits
= STYLE: Magitech (Ranged attacks use no ammo, AP1)
= DOCTRINE: Mobility (Movement stat scales with DOCTRINE: Mobility)
= DOCTRINE: Superior Training (Defense, Movement, and Morale stats all scale with DOCTRINE: Superior Training; Experience bonuses are increased by one percent per DOCTRINE: Superior Training Level; extra ranged accuracy; reduces odds of fatality to all members of its squad and can perform First Aid during combat)
-Abilities: None
-Experienced: Morale loss leads to retreat instead of a rout; all stats are increased by 1 * [STYLE:Magitech] Level percent, rounded up (+1 to all stats at current level, +1 to HP and Morale, +2 to Mana)Magitech Infantry: A soldier with an assault rifle, basic Magitech armor, a conventional sidearm, and basic Mana Grenade firing equipment. They're not terribly powerful initially, on account of their poor base stats, but their solid scaling keeps them useful throughout the duration of a campaign. Magitech soldiers, after reaching Experienced level, do not increase in skill as fast as other styles of Infantry on account of their reliance on their equipment, but the bonuses they receive from being Hardened, Veteran, or Elite often scale with [STYLE:Magitech]. They can be upgraded with Personal Mana Barriers, producing 10 of them using 1 Equipment. Upgraded from a Recruit using 1 Equipment.
-Stats
= Attack 6 (Assault Rifle, Small Arms Fire, AP1): 0 + [STYLE:Magitech] Level + Magic Stat*[DOCTRINE:Superior Ranged Armament] Level + [DOCTRINE:Superior Training] Level
= Defense 6: 1 + 2*[STYLE:Magitech] + [DOCTRINE:Superior Training] Level
= Movement 6: 3 + [DOCTRINE:Mobility] Level + [DOCTRINE:Superior Training] Level
= Magic 3: 1 + [STYLE:Magitech] Level
= HP 40: 20 + 10*[STYLE:Magitech] Level
= Morale 28: 25 + [STYLE:Magitech] + [DOCTRINE:Superior Training] Level
= Mana 5: Magic + [STYLE:Magitech] Level
-Traits
= STYLE: Magitech (Ranged attacks use no ammo, Attack, Morale, and Armor Piercing stats scale with STYLE:Magitech)
= DOCTRINE: Mobility (Movement stat scales with DOCTRINE: Mobility)
= DOCTRINE: Superior Ranged Armament (Ranged Attacks and Abilities cause extra Morale damage, Attack and Armor Piercing stats scale with DOCTRINE:Superior Ranged Armament. AP scales at a [DOCTRINE:Superior Ranged Armament] Level - 1 rate)
= DOCTRINE: Superior Training (Attack, Defense, Movement, and Morale stats all scale with DOCTRINE: Superior Training; Experience bonuses are increased by one percent per DOCTRINE: Superior Training Level; extra ranged accuracy; reduces odds of fatality to all members of its squad and can perform First Aid during combat)
= Focus Fire (All Infantry in a single squad fire in the same time space, meaning non-area reaction abilities are severely limited against them)
-Abilities:
= Reaction Fire (1 Mana per Attack, may make one Free Attack Action per turn against any one enemy leaving cover or entering the Infantry's field of view)
= Mana Grenade (2 Mana, Attack Action, 3*Magic Explosive Area Damage, reduces Morale of attacked units by total damage dealt by Mana Grenade for 1-2 turns on top of normal Morale Damage)
-Experienced: Morale loss leads to retreat instead of a rout; all stats are increased by 1 * [STYLE:Magitech] Level percent, rounded up (+1 to all stats at current level, +1 to HP and Morale, +2 to Mana)Magitech Sergeant
An officer, well-protected behind his Personal Mana Barrier, maintains the morale of troops, gives orders, and prevents disastrous routs. Additionally, a squad with an attached Sergeant can have any number of other units attached as long as there is at least one Infantry for every attached unit. As marksmanship is a qualification for the Sergeant position, a Sergeant is equipped with a respectably powerful directed-magic-firing Personal Thaumic Driver intended for use against single high-value targets where the poor initial Armor Piercing capability of Infantry is a liability. Upgraded from Experienced or higher Magitech Infantry using 1 Equipment with 1 Week of Training by an Officer.
-Stats
= Attack 5 (Personal Thaumic Driver, Directed Magic, AP5): 1 + [STYLE:Magitech] Level + [DOCTRINE:Superior Ranged Armament] Level + [DOCTRINE:Superior Training] Level
= Defense 7: 2 + 2*[STYLE:Magitech] + [DOCTRINE:Superior Training] Level
= Movement 6: 3 + [DOCTRINE:Mobility] Level + [DOCTRINE:Superior Training] Level = Magic 5: 1 + 2*[STYLE:Magitech] Level
= HP 50: 20 + 15*[STYLE:Magitech] Level
= Morale 33: 30 + [STYLE:Magitech] + [DOCTRINE:Superior Training] Level
= Mana 7: Magic + [STYLE:Magitech] Level
-Traits
= STYLE: Magitech (Ranged attacks use no ammo, Attack, Morale, and Armor Piercing stats scale with STYLE:Magitech. AP scales at 2*[STYLE:Magitech])
= DOCTRINE: Mobility (Movement stat scales with DOCTRINE: Mobility)
= DOCTRINE: Superior Ranged Armament (Ranged Attacks and Abilities cause extra Morale damage, Attack and Armor Piercing stats scale with DOCTRINE:Superior Ranged Armament. AP scales at 1 + 2*[DOCTRINE:Superior Ranged Armament])
= DOCTRINE: Superior Training (Attack, Defense, Movement, and Morale stats all scale with DOCTRINE: Superior Training; Experience bonuses are increased by one percent per DOCTRINE: Superior Training Level; extra ranged accuracy; reduces odds of fatality to all members of its squad and can perform First Aid during combat)
= Officer (Can issue orders; increases Morale, increases Morale Defense, reduces chance of fatal wounding, and prevents routing of attached units; causes Morale loss to allies on death; does not gain Morale from other units with Officer; imparts Intensive Training bonus to attached units)
-Abilities:
= Firing Order (1 Mana From Each Infantry, Attack Action, cause any number of Magitech units or Recruits to expend 1 Mana to make a Free Attack Action against a target of the Sergeant's choosing)
= Personal Mana Barrier (1 Mana per turn per hit taken, max 2 per turn, Free Action to activate, Magic Stat is added to Defense while active)
-Experienced: Morale loss leads to retreat instead of a rout; all stats are increased by 1 * [STYLE:Magitech] Level percent, rounded up (+1 to all stats at current level, +1 to HP and Morale, +2 to Mana)Magitech Machine Gunner: A soldier equipped with a machine gun; it's smaller than those used by others, but serves a similar purpose and with comparable effectiveness on account of its essentially unlimited ammo. Generally, Machine Gunners are attached to other squads to provide support in the form of Suppressing Fire or Covering Fire. If a target exposes itself, a Machine Gunner can Fire At Will to take them down as fast as possible. Their extensive range is related to their lack of a scaling Defense - they aren't meant to engage directly anyway, and if they're getting attacked it's by melee - where they have no response melee attack - or it's by a sniper, who is generally a more precise, aim-using style of glass cannon who would probably kill the Machine Gunner anyway. Upgraded from a Recruit using 1 Equipment.
-Stats
= Attack 6 (Machine Gun, Small Arms Fire, AP3): 3 + 1/2 [STYLE:Magitech] Level + [DOCTRINE:Superior Ranged Armament] Level + [DOCTRINE:Superior Training] Level
= Defense 4: 3 + [DOCTRINE:Superior Training] Level
= Movement 5: 2 + [DOCTRINE:Mobility] Level + [DOCTRINE:Superior Training] Level
= Magic 5: 3 + [STYLE:Magitech] Level
= HP 40: 30 + 5*[STYLE:Magitech] Level
= Morale 34: 30 + [STYLE:Magitech] + [DISCIPLINE:Superior Ranged Armaments] + [DOCTRINE:Superior Training] Level
= Mana 9: Magic + 2*[STYLE:Magitech] Level
-Traits
= STYLE: Magitech (Ranged attacks use no ammo, Attack and Morale stats scale with STYLE:Magitech; +2 Armor Piercing)
= DOCTRINE: Mobility (Movement stat scales with DOCTRINE: Mobility, Suppressing Fire, Covering Fire, and Fire At Will abilities have no warmups or cooldowns)
= DOCTRINE: Superior Ranged Armament (Ranged Attacks and Abilities cause extra Morale damage, Attack, Armor Piercing, and Morale stats scale with DOCTRINE:Superior Ranged Armament)
= DOCTRINE: Superior Training (Attack, Defense, Movement, and Morale stats all scale with DOCTRINE: Superior Training; Experience bonuses are increased by one percent per DOCTRINE: Superior Training Level; extra ranged accuracy; reduces odds of fatality to all members of its squad and can perform First Aid during combat)
= Heavy Weapons (Increases Morale of attached units, causes Morale loss on death)
-Abilities:
= Suppressing Fire (1 Mana per Turn Active, Attack Action to activate or sustain, automatic Free Attack Action against any attacking enemy or enemy leaving cover in moderate field of fire while active, AOE [STYLE:Magitech] Level automatic Morale Damage per turn)
= Covering Fire (1 Mana per Turn Active, Attack Action to activate or sustain, automatic 2 Free Attack Actions against any attacking enemy in narrow field of fire while active)
= Fire At Will (2 Mana, Attack Action, make [STYLE:Magitech] - 2 (Minimum 3) Machine Gun Burst attacks at a target enemy, Armor Piercing set to 0 if enemy is in cover)
-Experienced: Morale loss leads to retreat instead of a rout; all stats are increased by 1 * [STYLE:Magitech] Level percent, rounded up (+1 to all stats at current level, +1 to HP and Morale, +2 to Mana)Raider Sergeant: An officer equipped with simple Raider gear, emphasizing Mobility. Upgraded from Experienced or Higher Raider Infantry with 1 week of training by an Officer.
-Stats
= Attack 6 (Assault Rifle, Conventional Armament, Small Arms Fire, AP5): 0 + 2*[DOCTRINE:Mobility] Level + 2*[DOCTRINE:Superior Training] Level
= Defense 5: 2*[DOCTRINE:Mobility] Level + [DOCTRINE:Superior Training] Level
= Movement 8: 3 + 2*[DOCTRINE:Mobility] Level + [DOCTRINE:Superior Training] Level
= HP 50: 40 + 5*[DOCTRINE:Mobility]
= Morale 33: 30 + [DOCTRINE:Mobility] Level + [DOCTRINE:Superior Training] Level
= Ammunition: 150: 30x5 Ammunition, costs 6 per attack.
-Traits
= Raider (5 Armor Piercing, can use any Style's research of of DOCTRINE: Mobility)
= DOCTRINE: Mobility (Attack, Defense, Movement, and Morale stats scale with DOCTRINE: Mobility)
= DOCTRINE: Superior Training (Attack, Defense, Movement, and Morale stats all scale with DOCTRINE: Superior Training; Experience bonuses are increased by one percent per DOCTRINE: Superior Training Level; extra ranged accuracy; reduces odds of fatality to all members of its squad and can perform First Aid during combat)
= Officer (Can issue orders; increases Morale, increases Morale Defense, reduces chance of fatal wounding, and prevents routing of attached units; causes Morale loss to allies on death; does not gain Morale from other units with Officer; imparts Intensive Training bonus to attached units)
-Abilities
= Designate Target (Free, gives all Infantry and Recruits bonus accuracy against an enemy. Killing that enemy gives all allies a Morale bonus equal to the full killing blow bonus. Only one enemy can be designated at a time regardless of number of units with the ability)
Raider Commando: A soldier equipped with specialized, Espionage-capable Raider gear. Upgraded from Raider Infantry using 1 Equipment. NEEDS DOCTRINE:ESPIONAGE TO REACH FULL EFFECTIVENESS
-Stats
= Attack _ (__, Conventional Armaments, __, AP2): __
= Attack _ (__, Conventional Armaments, __, AP5): __
= Defense 4: 1 + [DOCTRINE:Mobility] Level + [DOCTRINE:Superior Training] Level
= Movement 7: 2 + 2*[DOCTRINE:Mobility] Level + [DOCTRINE:Superior Training] Level
= HP 30: 30 + __
= Morale 33: 30 + [DOCTRINE:Mobility] Level + [DOCTRINE:Superior Training] Level
= Ammunition: __: _x_ (costs _ per attack)
-Traits
= Raider (5 Armor Piercing, can use any Style's research of of DOCTRINE: Mobility)
= DOCTRINE: Mobility (Attack, Defense, Movement, and Morale stats scale with DOCTRINE: Mobility)
= DOCTRINE: Superior Training (Attack, Defense, Movement, and Morale stats all scale with DOCTRINE: Superior Training; Experience bonuses are increased by one percent per DOCTRINE: Superior Training Level; extra ranged accuracy; reduces odds of fatality to all members of its squad and can perform First Aid during combat)
-Abilities: None
Raider Infantry: A soldier equipped with simple Raider gear, emphasizing Mobility. Upgraded from Recruit at a rate of 5 Raider Infantry to 1 Equipment.
-Stats
= Attack 5 (Assault Rifle, Conventional Armaments, Small Arms Fire, AP5): 1 + [DOCTRINE:Mobility] Level + 2*[DOCTRINE:Superior Training] Level
= Defense 4: 1 + [DOCTRINE:Mobility] Level + [DOCTRINE:Superior Training] Level
= Movement 7: 2 + 2*[DOCTRINE:Mobility] Level + [DOCTRINE:Superior Training] Level
= HP 30: 25 + 5/2*[DOCTRINE:Mobility] Level
= Morale 28: 25 + [DOCTRINE:Mobility] Level + [DOCTRINE:Superior Training] Level
= Ammunition: 150: 30x5 Ammunition, costs 6 per attack.
-Traits
= Raider (5 Armor Piercing, can use any Style's research of of DOCTRINE: Mobility)
= DOCTRINE: Mobility (Attack, Defense, Movement, and Morale stats scale with DOCTRINE: Mobility)
= DOCTRINE: Superior Training (Attack, Defense, Movement, and Morale stats all scale with DOCTRINE: Superior Training; Experience bonuses are increased by one percent per DOCTRINE: Superior Training Level; extra ranged accuracy; reduces odds of fatality to all members of its squad and can perform First Aid during combat)
-Abilities: None
"Shit Hauler" Cargo Truck: This Magitech vehicle, which you absolutely did not give that name, increases the efficiency of Salvage and can be used for mass transportation of goods or people. Does not require a Driver or grant driving EXP. Created using 8 Parts.
-Stats
= Attack 0
= Defense 18: 10 + 4*[STYLE:Magitech] Level
= Movement 25: 10 + 5*[DOCTRINE:Mobility] Level + 5/2*[STYLE:Magitech] Level
= Magic 6: 0 + 3*[STYLE:Magitech] Level
= HP 40: 10 + 15*[STYLE:Magitech] Level
= Morale 20: 0 + 10*[STYLE:Magitech] Level
= Mana 7: Magic + [STYLE:Magitech] Level
-Traits
= STYLE: Magitech (Movement stat scales with STYLE:Magitech)
= DOCTRINE: Mobility (Movement stat scales with DOCTRINE: Mobility)
= Vehicle (Is hit twice at doubled Attack value by Explosive damage type, size debuff to its chance to be hit)
= Spacious (Can carry 120 units of Cargo [Food, Parts, Resources, etc.] and up to 40 average-sized humans plus its driver)
= Power Transfer Units (Foot soldiers within the Shit Hauler may use its Mana for their abilities or to increase their own mana reserves)
= Salvager (Each Shit Hauler assigned to Salvage can consume .5 Labor of the Salvage to produce 30 Raw Materials and 1 Vehicle Part)
-Abilities:
= Noncombatant Mana Barrier (1 Mana per turn, Free Action to activate, activates automatically if attacked with sufficient mana, negates enemy Armor Piercing while active)