Lords of Centria: Fantasy Tactical WarfareDisclaimer: This game is in Testing. Please offer any and all suggestions whether through PM or on the forum.
+Ability: Dungeoneer: Your entire army is now immune to traps within this ability. Edited the description to make it easier to understand.
+Ability: Disarm: Removed the range counter. Edited the description to make it easier to understand.
+Ability: Trapper: Now does not require movement to place traps. Added a range. Edited the description to make it easier to understand. May now lay all trap types.
+Ability: Summon Skeleton: Removed the health penalty.
+Ability: Shield Bash: Added the Shield Bash ability.
+Ability: Tantrum: With one health remaining attack is boosted to 6.
+Ability: Ancestral Brew: With one health remaining movement is boosted to 7.
+Ability: Regeneration: Now recovers 1/3 total hit points rather than 1 a turn. May only be used once per battle.
+Ability: Sting: Added the Sting ability. Adds a 5% chance to stun targets.
=Ability: Stealth: Increased turns invisible from 2 up to 4. Has a two turn cooldown.
=Ability: Goblin Tactics: No longer doubles goblin attack power and instead doubles flanking bonuses.
=Ability: Summon Skeleton: Removed the health penalty but lowered the range.
=Ability: Indefatigable: Has been renamed “Focus”
-Ability: Fire Blast: Added a cool down to prevent power spamming.
-Ability: Thorns: Now only affects melee attackers. Now deals 1/2 [Rounded up] of the damage received back to attackers instead of only 1 damage.
-Ability: Goblin Swarm: Removed Goblin Swarm from the game.
-Ability: Pathfinder: Removed Pathfinder from the game.
+Affinity: Holy: Holy abilities no longer harm allied dark units.
+Game Mode: Edited the rules to be more precise on all modes.
+Game Mode: Capture The Flag: Added several changes to create more strategy for the mode.
+Game Mode: Painkiller: Added a time limit on this game to facilitate fast gameplay as well as adding a point bonus for kills.
=Game Rules: Edited the sign-up process to account for multiple game modes.
=Game Rules: Fixed several minor grammar mistakes.
+Map: Unit Tokens: Unit tokens now also display their remaining health.
+Map: Cells: Map cells are now larger.
=Name Change: Bezerker: Change name of Bezerkers to Barbarians.
+Status Effects: Added Flanking to the list of possible Status effects.
=Status Effects: No longer color coded, now denoted by certain symbols.
=Status Effects: Fatigue has been renamed Stunned.
-Status Effects: Stealth no longer causes invincibility.
+Traps: Updated the number of traps possible from being equal to the number of players to a range of [P-2] through [P+2] where P is the number of players.
+Unit: Dragon: Added a weak melee attack for Dragons.
+Unit: Geomancer: Added a basic attack.
+Unit: Mage: Added Thorns ability to Mage.
+Unit: Necromancer: Removed the Large Unit ability.
+Unit: Warrior: Added the Shield Bash ability.
+Unit: Skeleton: Skeletons are now immune to poison. No longer immune to dark.
+Unit: Giant Scorpion: Added the Giant Scorpion unit.
=Unit: Tokens: Fixed several tokens being the same.
-Unit: Dragon: Lowered Dragon health to 24
-Unit: Alchemist: Removed the Alchemist unit from the game.
-Unit: Wanderer: Removed the Wanderer unit from the game.
-Unit: Geomancer: Removed the Geomancer unit from the game.
+Ability: Added the Push ability.
-Ability: Small Unit: Removed the Small Unit ability.
-Ability: Large Unit: Removed the Large Unit ability.
-Ability: Gargantuan Unit: Removed the Gargantuan Unit ability.
+Game Rules: General: Removed the restriction on Arcane/Ranged units
+Game Rules: Changes to all game modes have been made to reflect the cost stat.
+Game Rules: General: Game modes that changed player colors no longer do so.
+Terrain: Pits can now be entered. Pits cause instant death to the entering unit.
+Traps: Lowered the minimum from [Player-2] to 0
+Unit: General: Added the “Cost” statistic.
+Unit: Ogre: Added the Push ability.
Regardless of game mode a few rules are required through-out:
1) Remain civil. Taunting is allowed as well as Role-playing. Just do not take it too far.
2) Remain active. When it is your turn try to post as soon as possible. You will be PMed when your turn is in its final 24 hours. The maximum turn limit is around 2 days [weekends or major holidays excluded.] If you do not post on your turn two times in a row you will be booted from the game [unless you give an excuse for this]. Posting “I do nothing” does not count against you.
3) If you post turns via an edit please inform me before-hand.
4) Choose a color when you state that you are in.
State your color and top three game modes you want to play. I will contact you when it is time to sign up your army.
Turn order will be generated randomly for most game modes unless stated otherwise.
Where your units start is always left up to you. When the map is generated you will be PM’ed and allowed to choose based one where you start.
Any and all flavor notes you wish to be considered should be PM’ed to the mod.
Objective: In this co-operative game mode there are two to four teams. The last team left standing wins.
Army Point Limit: 6 [May increase if teams are uneven]
Of note: In this game mode you do not choose which team you are on.
Objective: The objective of this game mode is to be the last player with a standing army.
Army Point Limit: 8
Objective: The objective of this game mode is to have the highest kill count.
Army Point Limit: 6
Of Note: You do not need to be alive at the end of the game to win this game mode.
Objective: In this game mode each team tries to capture a flag to earn points. The first team to the specified number of points wins.
Army Point Limit: 6
Capturing the flag: In order to capture the flag simply move onto the flag’s space or kill the unit carrying the flag with a melee unit. If a ranged unit kills the carrier the flag is dropped at the location of death. Your team receives a point when they return it to their capture zone.
Carrying the Flag: Units who are carrying the flag are unable to attack or use abilities. Furthermore they have only one health.
Ressurection: In this game mode units can respawn after being killed. When a player states in bold Respawn dead units all dead units on that team will re-appear in the capture zone. This ability however has a four turn cool-down so be careful with it.
Of Note: Your team [If you have one] isassigned by the mod for this game mode. The number of points necessary is randomly generated from between 1-5.
Objective: The objective of this game mode is to deal the most damage in the time provided. You do not need to have a standing army to win this game mode.
Army Point Limit: 6
Turn Limit: The turn limit for this mode is randomly assigned between 6-12. This is a shorter game-mode than most.
Of Note: The Kill Counter is replaced with a Pain Counter for this game. Kills grant a bonus of 5 points. Self-Mutilations do not count. Traps are disabled for this game mode.
Objective: The objective of this game mode is to be the last player with a standing army. To this end you must use your assigned army to defeat all enemies.
Army Composition: Your army will automatically be comprised of Dopplegangers. The number used will be randomly chosen between 2-8.
Objective: The objective of this game mode is to be the last team with a standing army.
The Rebels: The Rebels refers to the team of players set against the “God”. Only one team of Rebels will exist at a time.
The God: The God is a singular player set against The Rebels.
Rebel Army Point Limit: 2
God Army Point Limit: 2xRebel Players
There are five types of terrain. Basic, Rough, Difficult, Impossible, and Pits.
Basic Terrain has no penalties to attack or movement. It costs one movement point to move through this space. Can be roads, pathways, hard packed dirt, etc.
Rough Terrain costs one movement point to enter and one movement point to leave but otherwise has no effects. Can be Rocks, Rubble, Over-grown grass, sand, etc.
Difficult Terrain costs one movement point to enter and one to leave and blocks ranged attacks. Can be dense vegetation, grates, waterfalls, etc.
Impossible Terrain cannot be entered, blocks ranged attacks, and cannot be the foci point of spells. Can be trees, walls, boulders, etc.
If a pit is entered it is instant death. Can be moats, pitfalls, lava pits, etc.
Traps are generated at the start of the game and are randomly placed on basic terrain squares. Once the trap locations are determined they are then randomly assigned a trap type.
Traps are activated when a unit moves or is summoned onto them. Traps cannot be started on.
Each trap may be activated only once before it is broken.
The number of traps is randomly assigned within the range of 0 – [Player+2]
1= Poisonous Dart Trap: The triggering unit is poisoned until cured.
2 = Fire barrel Trap: All units within a radius of this trap will take -1 flame damage.
3= Pit-Fall Trap: The space this trap was on becomes a pit. The triggering unit is moved to the last legal space it occupied and takes two damage. The unit may take no further action this turn.
4=Broken Trap: Nothing happens.
5= Holy Water Trap: All units within a radius of this trap will gain +2 health and be healed of poison.
6= Polymorph Trap: Units within a radius of this trap are replaced by random unit types. Each unit replaced independently.
7= Teleportation Trap: This unit will switch places with another random unit on the map.
8= Haste Trap: The triggering unit is now hasted.
9= Ancient Dart Trap: The triggering unit takes -3 damage.
10= 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.
11= Wraithsbane Trap: The triggering unit becomes stealthed for four turns. If the unit is already stealthed when activating this trap they gain 4 extra turns of Stealth.
12= Defection Trap: You and Another random player randomly trade units! The units then switch places.
Dead: This unit is dead and can no longer perform any actions.
Stunned: This unit can take no actions on its next turn.
Fear: You cannot control this unit for two turns. This unit will continuously run away from whatever caused it to enter fear until it exits fear.
Flanked: If two enemy units are on opposite sides of one of your units than your unit will take +1 damage from the units who are “flanking” you. Multiple sets of units fulfilling this condition up the damage increase by +1 per each set of flanking units. [I.E. Two warriors flank a mage, the warriors do +1 damage, However a second set of warriors flank the mage as well. The warriors now do +2 damage.]
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.
Stealthed: This unit cannot be seen on the battle map.
Flame: Destroys Difficult Terrain squares and replaces it with empty squares.
Holy: Deals -3 damage to enemy Summoned and Dark units within the effected radius.
Summoned: Takes extra damage from holy attacks, does not start in your army. Only 4 may be in your army at any time.
Poison: Units with this affinity have a 10% chance to inflict the ‘poisoned’ status effect upon successful attacks.
Melee: Usually tank-esque units who can only attack those adjacent to themselves.
Range: Low health and High Damage these units are mainly around to pick off important targets.
Arcane: Capable of a variety of status effects they are as powerful as they are varied.
About: Attack/Movement/Ability misconceptions
Q. Can two units occupy the same space?
A. No. Friendly units can move past each other but cannot come to a rest on the same space.
Q. Can I move or attack diagonally?
A. Yes! You can indeed move and attack diagonally. But only in a straight line.
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.
Q. Does my Cleric’s heal hurt my Skeletons and Balrogs? What about my Paladin’s auras?
A. No. You cannot harm allies with holy abilities.
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 ALL units within a 3x3 areas surrounding it. Ex: Below [O is an empty space F is the focal point X are squares effected, C is the caster]
OOOOO
OXXXO
OXFXO
OXXXO
OOCOO
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: Auras
Q. What is an aura?
A. Aura’s are Radii abilities that are always on and do not require this unit to use up their turn to use them.
Q. What does the number beside Aura mean?
A. That is the Aura’s range. Aura:2 means that 2 squares away from this unit [including diagonals] is the range of the aura.
About: Radii
Q. What does Radii mean?
A. A skill with the Radii tag affects all squares immediately adjacent to the caster. Such as below where O will be empty squares, C will be a cleric, and X will be squares affected by his spell.
OOOOO
OXXXO
OXCXO
OXXXO
OOOOO
Unit Name: Simply the name of the unit followed by what it looks like on the map and a brief description.
Cost: How many points this unit is worth. You can only have so many points per army.
Affinity: What element does this unit type conform to most often? Affected by certain abilities.
Immunity: This unit takes no damage from attacks with this affinity.
Movement: How many spaces this unit can move on your turn.
Range: How close a unit has to be to use its default attack.
HP: How much damage the unit can take until it dies.
Attack: How much damage the unit deals when it attacks.
Abilities: The following list is what this unit can do outside of plain attacks.
Archer: [ A ]: Capable of splitting a rope around a pig’s throat from fifty yards without harming the pig, the prowess of an archer is not to be underestimated. Excellent for weakening enemy armies without risk to your own.
Cost: 1
Affinity: Ranged
Movement: 2
Range: 2-5
HP: 4
Attack: 3
Abilities:
[1] Poisonous Arrow: Causes an enemy to become poisoned.
[2] Projectile: Cannot hit units without a direct line of sight. Friendly units do not obstruct sight although enemy units, dense vegetation, and walls do.
[3] Slip-shot: This unit’s default attack is not affected by “Defender”
Balrog: [ Z ]: Fiery Demons from the dark depths whose true purpose is unknown. Why they have been seen working with mortals is a terrifying prospect. A powerful melee unit who sacrifices army variety for pure melee power.
Cost: 4
Affinity: Dark
Immunities: Flame
Movement: 3
Range: Adjacent
HP: 45
Attack: 5
Abilities:
[1] Fiery Flesh [Aura:1] [Flame]: Units who enter this range take -1 damage a round that they are within it.
Barbarian:[ B ]: Bloodthirsty warriors who only serve those who they believe will lead them to glorious combat. A big bang unit whose low health prevents long term use.
Cost: 1
Affinity: Melee
Movement: 2
Range: Adjacent
HP: 6
Attack: 3
Abilities:
[1] Bloodlust: This unit can attack and move on the same turn. This unit is unaffected by Haste.
[2] Sure-footed: This unit is unaffected by Rocky Terrain or Dense Vegetation’s movement penalties.
Cleric: [ C ]: These holy men and women deplore warfare however they are none-the-less seen assisting armies in order to keep them healthy. A good support unit capable of boosting allies or keeping them alive.
Cost: 1
Affinity: Holy
Movement: 2
Range: 0
HP: 5
Attack: 0
Abilities:
[1] Heal [Burst:3]] [Holy]: Increases the affected units’ HP by 2 and cures them of all status effects. Does not heal enemies.
[2] Haste [Radii]: All affected units can both move and attack/use an ability on their next turn. Alternately they may move twice. Does not affect enemies.
Doppleganger: Shape shifters who change their shape once a day. Not even they can determine what they’ll become. Some rare breeds of Dopplegangers are able to split their form to assume the shape of smaller creatures. These two halves will rejoin at the end of the day. A good unit for those who do not know whom they want their army to comprise of.
Cost: ?
Affinity: ?
Immunity: ?
Movement: ?
Range: ?
HP: ?
Attack: ?
Abilities:
[1] Shape Shifter: At the beginning of the game this unit assumes the form of another unit at random. It receives all strengths and weaknesses of its new form. They will automatically reshift if the new unit they would become puts you over the limit.
Dragon: [ D ]: These powerful mythic beasts are the stuff of legends. They are nearly impervious and capable of taking large amounts of damage. However they are reliant on abilities for damage. A highly damaging ranged fighter that sacrifices variety for raw power. Weak against ranged attackers.
Cost: 4
Affinity: Flame
Immunity: Flame
Movement: 2
Range: 1
HP: 24
Attack: 1
Abilities:
[1]Fire Blast [burst: 4] [Flame]: Does 4 damage to every unit in a burst. Friendly fire possible. Can only be used every other turn.
[2]Iron Hide: This unit takes 1 less damage from melee attacks but takes double damage from ranged attacks.
Dwarf: [ & ]: These drunkards are masters at fighting through pain, channeling it to increase their rage. A high-risk high-reward unit.
Cost: 1
Affinity: Melee
Movement: 2
Range: Adjacent
HP: 10
Attack: 1
Abilities:
[1] Tantrum: For every 2 points of health this unit loses it gains 1 attack. For every 2 points of health gained it loses 1 attack. With one health left their attack becomes 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 7.
Elephant: [ E ]: Large mammals trained for war and capable of trampling smaller creatures with ease. Excellent at killing single units and navigating the battle-field.
Cost: 2
Affinity: Melee
Movement: 2
Range: Adjacent
HP: 25
Attack: 2
Abilities:
[1]Trample: This unit switches places with the target and deals 5 damage to the target.
[2]Gobliphobic [Aura: 2]: This unit enters a Fear state if a Goblin enters this aura. If this unit has to it automatically tramples allies or enemies.
Giant Scorpion: [ ! ]: Creatures who absorb large amounts of mythical energy can become larger than life. These scorpions are the size of a bear and are fond of eating full grown humans alive. Capable of inflicting painful status effects.
Cost: 2
Affinity: Poison
Movement: 2
Range: Adjacent
HP: 15
Attack: 2
Abilities:
[1] Sting: This unit’s attacks have a 5% chance to Stun enemies.
[2]Iron Hide: This unit takes 1 less damage from melee attacks but takes double damage from ranged attacks.
Goblin: [ L ]: These small creatures are vicious and cunning. While physically weak their main strength is their numbers. Their favorite tactic is to swarm their enemy preventing their escape. Excellent at destroying larger targets through swarm attacks.
Cost: .5
Affinity: Melee
Movement: 2
Range: Adjacent
HP: 5
Attack: 1
Abilities:
[1] Goblin Tactics: This unit receives double bonuses from Flanking.
Inquisitor: [ ~ ]: Religious fighters who have dedicated their lives to ridding the world of the unholy influences of magic. Excellent at defeating arcane foes.
Cost: 1
Affinity: Holy
Movement: 2
Range: Adjacent
HP: 7
Attack: 2
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 units with the Arcane affinity.
Mage: [ M ]: Students dedicated to the magical arts they have taken time away from their studies in order to assist their lords. Excellent at defeating clusters of units.
Cost: 2
Affinity: Arcane
Movement: 2
Range: 2-5
HP: 5
Attack: 1
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.
[3] Thorns [Aura:1]: Enemy melee units who hurt friendly units within this aura receive 1/2 of the damage dealt back to themselves. The damage rounds up if it is a decimal number.
Necromancer:[ N ]: These sorcerers are famous for their mastery over the dead and their ability to summon spirits. Excellent for initiating swarm attacks.
Cost: 1
Affinity: Dark
Movement: 2
Range: 0
Hp: 3
Abilities:
[1] Summon Skeleton [Range: 2] : Creates a single skeleton to do your bidding.
[2] Summon Skeletons [Range: 2] : Creates two skeletons to do your bidding.
Ogre: [ O ]: Large brute beasts that swing large clubs made from massive trees. Their herculean strength is capable of tearing apart solid rock. Excellent at controlling formations.
Cost: 2
Affinity: Melee
Movement: 2
Range: Adjacent
HP: 25
Attack: 3
[1] Grab: This unit may force an enemy unit to move into a new square adjacent to the enemy. Moving the enemy into a wall instead deals -2 damage while moving them into a pit kills the enemy instantly.
[2] Destroyer: This unit can attack Walls and Dense Vegetation in order to create an open space.
[3] Focus: This unit cannot be stunned.
Paladin:[ P ]: Holy warriors who are sworn to root out darkness wherever it can be found. Excellent against Dark units.
Cost: 1
Affinity: Holy
Immunity: Dark
Movement: 2
Range: Adjacent
HP: 7
Attack: 2
Abilities:
[1] Defender [Aura: 1]: Friendly arcane and ranged units within this aura are invulnerable to damage. Any damage that would go to them now goes to this unit.
[2] Holy Aura [Aura: 1] [Holy]: Allies within this aura deal +1 damage. Does not affect the caster.
Rogue: [ R ]: These adventurers are as wily as they are useful. Capable of both disarming and laying traps they have superb knowledge of any sort of mechanism. Excellent for mis-direction.
Cost: 1
Affinity: Melee
Movement: 2
Range: Adjacent
HP: 6
Attack: 1
Abilities:
[1]Dungeoneer[Aura:2] Your units cannot trigger harmful traps within this aura. The location of traps will be revealed to you within this aura. You will not be informed as to what trap it is, simply that it is there.
[2]Trapper [Range: Adjacent]: This unit places a random trap. No more than 3 traps can be laid by a player at any time.
[3]Disarm: This unit may remove an adjacent trap from the game.
Sapper: [ # ] Odd creatures whose discovery of a mysterious substance that explodes upon contact with fire has altered their minds. They now charge into combat with suicidal abandon only caring to cause as much damage as possible. Excellent for clearing rubble or for dispersing tightly clumped enemy armies.
Cost: 2
Affinity: Arcane
Movement: 3
Range: 0
Hp: 3
Attack: 0
Abilities:
[1] KA-BOOM[Radii: 2] [Flame]: All units caught within the Radii of this attack lose ¾ of their current health. This attack kills the Sapper regardless of if it connects with anyone. This attack is automatically used if the Sapper takes any amount of Fire damage. This ability cannot take enemy units below 1 health. This ability also removes any terrain [aside from pits] within the Radii.
[2] Bloodlust: This unit can attack and move on the same turn. This unit is unaffected by Haste.
Shinobi: [ S ]: Shadowy warriors. Little is known about them as by the time they are seen their target is dead. Excellent for taking out high priority targets.
Cost: 1
Affinity: Melee
Movement: 2
Range: Adjacent
HP: 4
Attack: 1
Abilities:
[1] Stealth: This unit becomes invisible on the battle-map for 4 turns. Stealthed units can share a space with another unit. Unstealthing in an occupied square moves the Shinobi to the last legal square they occupied. This ability cannot be used again for two turns.
[2]Backstab: This unit does damage equal to ½ the current health of its target. This causes it to become visible again. [Must be using stealth first.]
Skeleton: [ K ]: Undead minions of the Necromancers. While fragile their ability to appear in numbers is their true power. Excellent for defense or swarm attacks.
Cost: 0
Affinity: Summoned
Immunity: Poison
Movement: 3
Range: Adjacent
HP: 1
Attack: 1
Abilities:
[1] Defender [Aura:1]: Friendly arcane and ranged units within this aura are invulnerable to damage. Any damage that would go to them now goes to this unit.
[2] Focus: This unit cannot be stunned.
[3] Summon: There can be no more than four summons on your team at any time. If the Necromancer who created this unit dies, this unit dies along with it.
Troll: [ T ]: A large grotesque creature said to be able to crush armies by itself. Rumors persist of ‘dead’ trolls regenerating in a matter of moments to kill those who, a moment ago, stood triumphant. Excellent power-house unit capable of tanking.
Cost: 2
Affinity: Melee
Movement: 2
Range: Adjacent
HP: 30
Attack: 4
[1] Regeneration: This unit may, once per battle, regenerate 1/3 its total hit point total. Using this ability removes all status effects.
Warrior: [ W ]: Stout warriors dedicated to assisting their masters in combat. Excellent all around melee unit.
Cost: 1
Affinity: Melee
Movement: 2
Range: Adjacent
HP: 10
Attack: 2
Abilities:
[1] Defender [Aura: 1]: Friendly arcane and ranged units within this aura are invulnerable to damage. Any damage that would go to them now goes to this unit.
[2] Focus: This unit cannot be stunned.
[3] Shield Bash: This ability has a 50% chance to stun an enemy unit. Using Shield Bash on a stunned unit deals 1 damage.