[[I've been working on Lords of Centria: Fantasy Tactical Warfare for a while now. I would like to get an opinion on this draft of the 4th edition. I ripped out a bunch of stuff that was redundant or was causing the game to be too slow. Figured I'd post it here to get an opinion.
Lords of Centria: Tactical Fantasy Warfare V.4Regardless of game mode a few rules are required through-out:
1) Attempt to post often. We cannot proceed with a turn until you have posted. If you are a repeat offender you will be removed from the game.
2) If you post turns via an edit or edit a post please inform me before-hand.
After signing up the game follows this flowchart:
1. Players sign up [At least 2].
2. Players PM the Mod 10 points worth of units.
3. The Mod posts the map as well as where players can start.
4. Players choose where their units start as well as which square(s) they're trapping.
5. Turn order is determined [D20 is rolled for each player. Highest to lowest. Ties are re-rolled]
6. The starting map is revealed.
7. Each player posts or PMs the mod what they want each unit to do.
8. The Mod handles the turn.
9a. If more than one player is still in the game repeat steps 7-8.
9b. If only one player is left proceed to step 10.
10. The remaining player has won the game!
In order to join you must simply state the following “In, I want my people to be (color)". Then you PM the mod your choice of units. You can also post them in thread if you wish.
When enough people have joined, or enough time has passed, the starting map will be generated and you will be allowed to PM your choices of where your units start and where you want your trap(s) to go.
There are three types of terrain: Basic, Rough, and Walls.
Basic terrain costs one MOV to move through.
Rough terrain costs two MOV to move through.
Walls cannot be moved onto. They cannot be attacked through and they cannot be the focal point of a spell.
Each player is able to place up to 2 traps. The traps location is chosen by the player, but the type of trap is randomly generated.
Traps are activated when a unit moves onto them. Traps cannot be placed in a starting area.
Each trap may be activated only once before it is broken. Types of traps include:
1= Poisonous Dart Trap: The triggering unit is poisoned.
2 = Fire barrel Trap: All units within a radius of this trap will take -1 flame damage.
3=Broken Trap: Nothing happens.
4= Holy Water Trap: All units within a radius of this trap will gain +2 health and be cured of poison.
5= Polymorph Trap: Units within a radius of this trap are replaced by random unit types. Each unit replaced independently.
6= Teleportation Trap: This unit will switch places with another random unit on the map.
7= Haste Trap: The triggering unit is now hasted.
8= Ancient Dart Trap: The triggering unit takes -3 damage.
9= Unholy Pact Trap: The triggering unit is killed. A dead unit from your army is resurrected in its place. This trap cannot be activated if no units in your army are dead.
10= Defection Trap: You and Another random player randomly trade a single unit each! The units then switch places.
Dead: This unit is dead and can no longer perform any actions.
Flanked: If two enemy units are on opposite sides of another unit that unit is flanked. A flanked unit will take +1 damage from units who are flanking it. A unit can be flanked multiple times. The units who are ‘flanking’ the flanked unit do not need to be allies.
Haste: This unit can both move and attack on its next turn. Alternately they may move twice.
Poisoned: Each turn this unit will lose 1 health until it dies or is cured.
About: Attack/Movement/Abilities
Q. Can I move or attack diagonally?
A. Yes! You can indeed move and attack diagonally. Diagonal distance is judged with the Pythagorean Theorem.
Q. Can I move/attack/use ability on the same turn that I move/attack/use ability?
A. No. You can either move, attack, or use an ability per unit each turn.
Q. What does Range: X next to abilities mean?
A. That is the maximum range of an ability that only targets one unit/space.
About: Bursts
Q. What does burst mean?
A. Burst means that the caster picks a square to act as a focal point and that the spell affects units within adjacent squares to the focal point as well as the focal point itself.
Q. What does the number beside “Burst” mean?
A. It is the maximum range of the focal point. 5 means that a spells focal point can be, at most, 5 spaces away from its caster.
About: Radii
Q. What does Radii mean?
A. A skill with the Radii tag affects all squares immediately adjacent to the caster.
Archer (A): The ranged backbone of an army that is often used for long-range damage.
Cost: 1 Movement: 2 HP: 2
Attack: 2 Range: 2-5
Abilities:
[1] Projectile: Cannot hit units without a direct line of sight. Friendly units do not obstruct sight although enemy units, dense vegetation, and walls do.
Barbarian (B): Bloodthirsty warriors who have a high attack but low health.
Cost: 1 Movement: 2 HP: 5
Attack: 3 Range: 1
Abilities:
[1] Sure-footed: This unit is unaffected by Rocky Terrain or Dense Vegetation’s movement penalties.
[2] Bloodlust: This unit gains +2 health when it kills an enemy.
Doppleganger: Shape shifters who randomly choose a unit type at the beginning of battle.
Cost: ? Movement: ? HP: ?
Attack: ? Range: ?
Abilities:
[1] Shape Shifter: This unit randomly chooses a unit type and adopts its stats and name.
Dwarf (D): Drunkards whose combat abilities grow more powerful as they are injured.
Cost: 1 Movement: 2 HP: 8
Attack: 1 Range: 1
Abilities:
[1] Tantrum: For every 2 points of health this unit loses it gains 1 attack. With one health left their attack is 6.
[2] Ancestral Brew: For every 2 points of health this unit loses it gains 1 movement. For every 2 points of health gained it loses 1 movement. With one health left they may move 6.
Goblins (G): Cheap units who are excellent for swarm attacks.
Cost: 1 Movement: 3 HP: 5
Attack: 1 Range: 1
Abilities:
[1] Goblin Tactics: This unit receives double bonuses from Flanking.
[2] Goblin Swarm: You gain two goblins for the price of one.
Inquisitor (♫): Religious fighters who are immune to magic.
Cost: 1 Movement: 2 HP: 7
Attack: 2 Range: 1
Abilities:
[1] Mana Strike: This unit does double damage to units with the Arcane affinity.
[2] Righteous: This unit is unaffected by all abilities used by Mages, Necromancers, Sappers, and Skeletons.
Mage (M): Dedicated to the magical art, these units can cause various effects.
Cost: 1 Movement: 2 HP: 4
Abilities:
[1] Fatigue [burst: 3]: Causes the afflicted units to take no actions this turn. Friendly fire possible.
[2] Flare [burst:3] [Flame]: Does 1 damage to every unit in a burst. Friendly fire possible.
Necromancer (N): Capable of summoning large amounts of Skeletons to do their bidding.
Cost: 1 Movement: 2 HP: 3
Abilities:
[1] Summon Skeleton [Range: 2] : Creates a single skeleton to do your bidding.
[2] Summon Hoarde [Range: 2] : Creates two skeletons to do your bidding. Deals 1 damage to the Necromancer.
Sapper (S): Suicidal creatures who can deal large amounts of damage at a hefty cost.
Cost: 2 Movement: 3 HP: 3
Abilities:
[1] KA-BOOM (Radii: 2) [Flame]: All units caught within this attack lose all but 1 health. The sapper automatically dies when this attack occurs. KA-BOOM can be used after moving.
[2] Flammable: If this unit is hit with KA-BOOM or Flare they will automatically use KA-BOOM.
Skeleton (K): Summoned by Necromancers, these units are excellent for swarming and slight defense though they are highly fragile.
Cost: N/A Movement: 2 HP: 2
Attack: 2 Range: 1
Abilities:
[1]Summon: Only 4 summons may exist on a team at any one time. Furthermore, you cannot start the battle with this unit on your team.
[2] Spirit Connection: If the Unit who created this unit dies, this unit dies along with it.
[3] Skeletal Immunity: This unit cannot be affected by Fatigue, Flare, KA-BOOM, Archer attacks, or Poison.
Warrior (W): Stout defensive warriors who are able in all situations, but excel in none.
Cost: 1 Movement: 2 HP: 10
Attack: 2 Range: 1
Abilities:
[1] Defender: All friendly units adjacent to the Warrior take no damage when attacked. The warrior receives 50% of the damage that would normally affect the targeted unit.
[2] Shield Wall: The Warrior is immune to attacks from the Archer unit.