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In this game you'll command various soldiers to battle.
All units have (5) different capabilities
Hits on - The number you must roll equal to or higher than on a d6 to deal 1 point of damage (Minimum 2)
Avoids on - The number you must roll equal to or higher than on a d6 to avoid 1 point of damage (Roll available once per turn) (Minimum 2)
Move - The number of spaces a unit may move in a turn.
Range - How many spaces away an opposing unit may be, while they are still attackable.
CP - (Customization Point) This sets your units apart from others of the same class. Allows you to add 1 to hits on, 1 to Avoids on, 3 to move, or 2 to range (only available if starting range is higher than 2). This choice is permanent.
Everyone starts off with (5) different types of soldiers.
Basic Infantry - The basic soldier. Hits on 6, Avoids on 7, 12 move, 1 Range, 1 CP
Archers - Fires Arrows from a distance. Hits on 6, Avoids on 7, 12 move, 10 Range, 1 CP
Cavalry - Mounted Soldiers. Hits on 5, Avoids on 7, 20 Move, 2 Range, 2 CP
Juggernaut - An armored Soldier. Hits on 5, Avoids on 5, 10 Move, 1 Range, 2 CP
Catapult - More useful for battering down walls, but can deal AOE damage. Hits on 6, Avoids on 4, 2 Move, 20 Range (Minimum 5), 1 CP (Hits a 2x2 area)
Combat:
Each turn all units are able to move then attack. Before damage is dealt, all units have been attacked may make a counter attack.
When a unit takes a point of damage they are removed from the battlefield. There is no way to bring them back.
All units have (5) different capabilities
Hits on - The number you must roll equal to or higher than on a d6 to deal 1 point of damage (Minimum 2)
Avoids on - The number you must roll equal to or higher than on a d6 to avoid 1 point of damage (Roll available once per turn) (Minimum 2)
Move - The number of spaces a unit may move in a turn.
Range - How many spaces away an opposing unit may be, while they are still attackable.
CP - (Customization Point) This sets your units apart from others of the same class. Allows you to add 1 to hits on, 1 to Avoids on, 3 to move, or 2 to range (only available if starting range is higher than 2). This choice is permanent.
Everyone starts off with (5) different types of soldiers.
Basic Infantry - The basic soldier. Hits on 6, Avoids on 7, 12 move, 1 Range, 1 CP
Archers - Fires Arrows from a distance. Hits on 6, Avoids on 7, 12 move, 10 Range, 1 CP
Cavalry - Mounted Soldiers. Hits on 5, Avoids on 7, 20 Move, 2 Range, 2 CP
Juggernaut - An armored Soldier. Hits on 5, Avoids on 5, 10 Move, 1 Range, 2 CP
Catapult - More useful for battering down walls, but can deal AOE damage. Hits on 6, Avoids on 4, 2 Move, 20 Range (Minimum 5), 1 CP (Hits a 2x2 area)
Combat:
Each turn all units are able to move then attack. Before damage is dealt, all units have been attacked may make a counter attack.
When a unit takes a point of damage they are removed from the battlefield. There is no way to bring them back.
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Statistics: When creating your character roll 8 d6. You may assign these numbers to whatever statistics you want though some statistics will apply modifiers to these numbers as noted in their descriptions.
Health: Run out and you are knocked unconscious. Any attack that hits you while you are unconscious kills you. Add 3 to this roll
Stealth: How difficult you can make it for others to find you. Affected by many different things
Move: How far you can move in a turn. If you move less than your maximum value whilst trying to be sneaky, add the difference between how far you moved and your maximum to Stealth for the round.
Agility: The odds of you dodging an attack. Armor can decrease this number, but will grant you damage reduction.
Accuracy: The odds of you hitting with an attack. Different Weapons can increase or decrease this number, as well as how far away you are from your target.
Strength: Your base damage. Weapons can increase this value. Subtract 2 from this number to a minimum of 0
Speech: Your ability to speak to others. Good roleplaying, and the circumstances in which youÔÇÖre talking to someone will be helpful.
Senses: The odds that youÔÇÖll notice someone that is stealthing near you. Facing towards the Stealthing entity will help, as there will be no low movement bonus, and proximity will also help or hinder.
Equipment: Equipment is sorted into two categories, Armor and Weapons. While magic items that do not belong in these areas are possible they will not be included in this version of the rules.
Armor has 5 different abilities.
Damage Reduction: How much damage you automatically absorb while wearing the armor.
Stealth: Subtract this number when making a stealth check. Subtract half this number from your
Magic: The maximum number of magical abilities the armor can hold.
Durability: (looking for a better name for this): How much damage the armor can absorb before breaking and becoming useless. Damaged Armor can be repaired, but broken armor is useless forever
Cost: How much the Armor is worth. Not all sales and purchases will wind up costing this amount.
Weapons have x different abilities
Damage: How much damage you add to your strength when dealing damage.
Range: How far away you can be from your target before you start taking penalties
Magic: The maximum number of magical abilities the armor can hold.
Durability: (looking for a better name for this): How much damage the weapon can deal before breaking and becoming useless. Damaged weapons can be repaired, but broken weapons are useless forever
Cost: How much the weapon is worth. Not all sales and purchases will wind up costing this amount
Health: Run out and you are knocked unconscious. Any attack that hits you while you are unconscious kills you. Add 3 to this roll
Stealth: How difficult you can make it for others to find you. Affected by many different things
Move: How far you can move in a turn. If you move less than your maximum value whilst trying to be sneaky, add the difference between how far you moved and your maximum to Stealth for the round.
Agility: The odds of you dodging an attack. Armor can decrease this number, but will grant you damage reduction.
Accuracy: The odds of you hitting with an attack. Different Weapons can increase or decrease this number, as well as how far away you are from your target.
Strength: Your base damage. Weapons can increase this value. Subtract 2 from this number to a minimum of 0
Speech: Your ability to speak to others. Good roleplaying, and the circumstances in which youÔÇÖre talking to someone will be helpful.
Senses: The odds that youÔÇÖll notice someone that is stealthing near you. Facing towards the Stealthing entity will help, as there will be no low movement bonus, and proximity will also help or hinder.
Equipment: Equipment is sorted into two categories, Armor and Weapons. While magic items that do not belong in these areas are possible they will not be included in this version of the rules.
Armor has 5 different abilities.
Damage Reduction: How much damage you automatically absorb while wearing the armor.
Stealth: Subtract this number when making a stealth check. Subtract half this number from your
Magic: The maximum number of magical abilities the armor can hold.
Durability: (looking for a better name for this): How much damage the armor can absorb before breaking and becoming useless. Damaged Armor can be repaired, but broken armor is useless forever
Cost: How much the Armor is worth. Not all sales and purchases will wind up costing this amount.
Weapons have x different abilities
Damage: How much damage you add to your strength when dealing damage.
Range: How far away you can be from your target before you start taking penalties
Magic: The maximum number of magical abilities the armor can hold.
Durability: (looking for a better name for this): How much damage the weapon can deal before breaking and becoming useless. Damaged weapons can be repaired, but broken weapons are useless forever
Cost: How much the weapon is worth. Not all sales and purchases will wind up costing this amount