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FECO AI SYSTEM for MORDHEIM v1.

01
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.
Run to the M Move to the M M M M M
<10 <10 Solo Run to the Hold.Find Solo Move to take <10 Move to take
objective and objective objective finish Cover <3cm cover towards cover
No finish in cover Yes No in cover Yes Yes objective Yes

No Shoot if S Yes Shoot if S No shoot S Yes Shoot if S Shoot if S No Shoot if S


possible. possible. possible. possible. possible.
>20 >20 <20 >20 >20

1 By Crusher © 2 By Crusher © 3 By Crusher © 4 By Crusher © 5 By Crusher © 6 By Crusher ©

Charge the closer enemy


Move ahead alone and Move ahead or sideway Move to pack with closer Charge against closer hero. Charge the enemy alone
Heroe in Open or in Cover. If
stop to shoot when in alone to find cover. group and shoot when in If no heroe in LOS charge if enemy in Open or
no Heroe hold and shoot
LOS LOS against Henchmen. move to take Cover.
Henchmen.

Hero Initiative Hero Initiative Hero Initiative Hero Initiative Hero Initiative Hero Initiative
Move to rejoin closer N/A. Charge enemy. Move to seek cover and Move to rejoin closer Move to rejoin closer
friends. Shoot if possible. Reshuffle used cards. shoot or Charge if HA >3 friends. Shoot if possible. friends. Shoot if possible.

Don't move M M Charge enemy M M Hold. M M


<10 Solo Run to the Run to the Solo Move back to
objective finish objective finish pack with other
Yes in cover Yes No in cover No friends in
cover.
No Shoot if S Yes Shoot if S No shoot S Shoot if S Shoot if S Yes Shoot if S
possible. possible. possible. possible. possible.
>20 >20 <20 >20 <20

7 By Crusher © 8 By Crusher © 9 By Crusher © 10 By Crusher © 11 By Crusher © 12 By Crusher ©

Move ahead alone to Run to the objective and Charge with all friends in Run ahead with friends All friends in LOS d<=10 Do Nothing. Sorry man!
take cover and shoot stop. Take cover if d<5 in d<=10 hold and shoot. Do not reshuffle for next
when in LOS possible. Do not shoot. turn

Hero Initiative Hero Initiative Hero Initiative Hero Initiative Hero Initiative Hero Initiative
Move to cover and Shoot if N/A. Reshuffle used cards. Run to higher position for Charge enemy in Open o Move to the objective. Move in cover to objective
possible. shooting. Shoot if possible. with friends at d<5. No Shoot.

M M M M M M
Solo Take cover Charge and <10 Charge alone Solo Seek cover for Move to the <10 Hold.
moving d<5. friends in d<10 d<10cm objective finish
Yes Yes Yes in cover Yes

Shoot if S No No. S N/A S Yes Shoot if S Yes Shoot if S Yes Shoot if S


possible. possible. possible. possible.
<20 >20 <20 >20

13 By Crusher © 14 By Crusher © 15 By Crusher © 16 By Crusher © 17 By Crusher © 18 By Crusher ©

Hold all friends in d<=10. Move ahead alone and Move ahead alone and Move ahead alone and Move to objective end in Charge the enemy alone.
Shoot. stop to shoot when in stop to shoot when in stop to shoot when in Open alone and stop to
LOS LOS LOS shoot when in LOS

Hero Initiative Hero Initiative Hero Initiative Hero Initiative Hero Initiative Hero Initiative
Move to rejoin closer friends.
Take cover and Shoot only Move in cover to objective Move to objective alone. Shoot Charge. Run to take and hold the Shoot if possible to Closer
to Enemy Hero if possible. with friends at d<5. No Shoot. only to a Heroe if it is in LOS. Discard inmediately next card. objective. Take Cover. target.

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