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 Post Posted: Wed Feb 10, 2010 1:40 am 
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Joined: Wed Feb 10, 2010 12:59 am
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Hello everyone. After a bit of play testing and encouragement from my friends, I have decided to post my version of Erfworld here for the enjoyment of others. It is by no means a real representation of the Erfworld Universe. My intent was more to make a fun game than a game dedicated to the cannon of Erfworld. Also note that this is very much a work in progress, and still has quite a few kinks and bugs too it. In addition, I haven't even attempted the Magic system. So if you are still interested, I present to you:

The Erf-esque-light system:

This is basically a complete rip off of the Erfworld system which of course rips off everything else. However, my version is a gross simplification to the standard Erfworld system. The Erfworld system is simply far too complex to be done by anything other than a computer. This system is meant to be played as a standard table top. Also, I have added and omitted a great number of things due to my own personal biases, and lack of knowledge of the intimate details of the Erfworld system. If you want to play a true to form Erfworld game, wait until Rob and Jamie put it on the market.


The Capital & Other Cities:

Each side has their own Capital. If the capital is taken, it really sucks. Your side is only disbanded when the Overlord is croaked however. Each city has its own different characteristics which influence how it effects over the progression of the city.

City Attributes

At generation of your city, it begins with level 1 in each of these categories. You have an additional 5 points to increase the attributes as you see fit. No attribute can start higher than 3. Your City also begins with 10,000 Schmuckers as well.

Each City has the following attributes which range from 1 to 5:

Economy:

How much Schmuckers the city generates at the start of each turn. It comes from whatever off camera services you provide or currency you get from taxation and other things. Used for paying the upkeep of your units and trading with other sides. You do not gain Schmuckers for your first turn, also known as Turn 0.

1. At the beginning of your turn your Side gains 5,000 Schmuckers.
2. You gain 10,000 Schmuckers.
3. You gain 15,000 Schmuckers.
4. You gain 20,000 Schmuckers.
5. You gain 25,000 Schmuckers.


Resources:
Resources cover a wide swath of abilities unique to the city. Often times, this is represented as a passive bonus or ability granted to units popped in the city or those that spend their entire turn in the city.

There are many different types of resources, each with their own levels. A given City may not have more than 5 levels combined in resources. So for example a city could have a level 2 resource and a level 3 resource, but not 2 different level 3’s. Increasing resources after the construction of the city is created represents refining the resource or finding new applications, or finding a new vien of the material.


Supply Chain
The land around your city is exceptionally fertile, reducing upkeep for your units that spend their turn in the immediate vicinity of your city.
1. All of your units that spend their entire turn inside your city have their upkeep reduced to zero.
2. All of your units that spend their entire turn within 10 hexes of your city have their upkeep reduced to 0.
3. All of your units that spend their entire turn within 25 hexes of your city have their upkeep reduced to 0.
4. All of you units that spend their entire turn within 50 hexes of your city have their upkeep reduced to 0.
5. As level 4, and any of your units that do not fall into the above criteria, have their upkeep cut in half.


Advanced Combat Training

Combat is a way of life to your people; by accident or by design. All of your units are superior combatants and are more powerful than the standard units.

This Resource only applies to units that are popped in the city or, units on your Side that spend 5 complete and consecutive Turns in the city.

1. All units receive a 1 time +1 bonus to either their Combat or Defense values. Once this choice is made, it cannot be changed. This bonus must be the same for all units. One set of units cannot get the bonus to Combat and the other get the bonus for Defense for instance.
2. All Units gain both a +1 bonus to both Combat and Defense.
3. All Units gain a +1 bonus to both Combat and Defense. In addition they receive +3 Hits as well.
4. All Units gain a +2 bonus to Combat and Defense. They also receive a +5 bonus to Hits as well.
5. All Units gain a +2 bonus to Combat and Defense. They also receive a +5 bonus to Hits as well. Finally, all Units stack space is reduced by 1, to a minimum of 1.


Advanced Tactics
Your city has a strong appreciation for military history. You have many fine institutions dedicated to popping the best, brightest and most charismatic Warlords in all of Erfworld.

This Resource only applies to units that are popped in the city or, units on your Side that spend 5 complete and consecutive Turns in the city.

1. The Leadership of all of your Warlords increases by 1.
2. The Leadership of all of your Warlords increases by 2.
3. The Leadership of all of your Warlords increases by 3.
4. The Leadership of all of your Warlords increases by 5.
5. The Leadership of all of your Warlords increases by 8.


Natural Allies
Your Side has an Alliance with some of the naturally occurring Units in Erfworld. Increased levels in this Resource mean having a better relationship with your Natural allies and the extent to which you are able to gain additional units from that side.

1. You can pay 1,000 Schmuckers per point of pop cost to create Natural Allies.
2. You can pay 800 Schmuckers per point of pop cost to pop Allies.
3. You can pay 600 Schmuckers per point of pop cost to pop Allies.
4. You can pay 400 Schmuckers per point of pop cost to pop Allies.
5. You can pay 200 Schmuckers per point of pop cost to pop Allies.


Production:
This is how many units you can pop in a given turn. The higher this is, the more units you can pop. This also allows for faster popping of stronger units. If you lack sufficient points to pop a unit on a given turn, the points can still be spent and the unit is considered to be in the process of popping. Expensive units may take several turns to pop.

Points can be partially spent on a Unit, making that Unit “under construction”. Once points are allocated to an Unit in his instance, this Unit must receive at least 1 more point per Turn or else the Unit is no longer “under construction” and all points previously put towards it are wasted.

Aside from “under construction” Units, points do not roll over to subsequent Turns.

1. You can pop 25 points of units per turn.
2. You can pop 40 points of units per turn.
3. You can pop 55 points of units per turn.
4. You can pop 70 points of units per turn.
5. You can pop 85 points of units per turn.


Defense:
This is how easy it is to defend your city. Increasing this means adding walls, traps and other features that will impede attackers. Each level in this also adds more areas to your city, giving you various fallback points.

1. Your city is 1 Hex. This Hex if you’re Garrison, also known as your Air Space (for flying units only). If all of your units in this space are killed, your city is captured.

2. Your city has 1 Hex as above, but all squares adjacent to this Hex are Walls. A Wall has Defense 20 and Hits of 40. In order to enter one of your City Hexes, they must “defeat” a Wall surrounding your city.

3. Your city has 2 Hexes. One is the Court Yard and the other is the Garrison. The Garrison may only be attacked from the Court Yard or the Air Space. The Walls around your city have Hits of 50 and Defense of 25. Allied Stacks within the City or on the Wall gain +1 Defense to due to strategic layout of the area.

4. Your City has 3 Hexes. The new Hex is the Battlements. The Battlements must be taken in order to attack the Court Yard, which must be taken before the Garrison. Also, the Walls surrounding your City have 60 Hits and Defense of 30. All allied Stacks within the City gain +2 Defense and +1 Combat.

5. As Level 4 except where noted. Walls now have 70 Hits and Defense of 35. Allied Stacks within the City gain +3 Defense and +2 Combat.


Hierarchy:
This influences how often you pop Warlords and Royals. The higher this attribute is, the higher the ratio of Warlords to normal units will be.

Each level in Heirarchy grants the resulting benefit for the appropriate level in each of these categories. They are merely split apart for purpose of emphasis.

Heirarhy affects how often a city generates a Token. Once you receive a Token, you can “cash it in” in order to have one of the units you pop be that type of unit (Warlord, Royal or Caster). Tokens can be held indefinitely. They only be used when you pop an applicable unit. That unit then automatically becomes a Warlord (or Royal).

Royal Token must be spent in conjuction with a Walord Token. Every Royal is a Warlord, but not every Warlord is a Royal. Furthermore, you have a +5% chance to pop a royal token for every Royal unit your Side currently has.

It is a common tactic to pop a high level unit and then to use a Token on it.

Warlords
1. For every 200 points of units popped, you have a 30% to pop a Warlord Token.
2. For every 175 points of units you pop, you have a 30% to pop a Warlord Token.
3. For every 150 points of units you pop, you have a 40% to receive a Warlord Token.
4. For every 125 points of units you pop, you have a 40% to receive a Warlord Token.
5. For every 100 points of units you pop, you have a 50% to receive a Warlord Token.

Royals
1. You cannot gain Royal Tokens at this level.
2. For every 300 points popped, you have a 20% chance to pop a Royal Token.
3. For every 175 points popped, you have a 25% chance tot pop a Royal Token.
4. For every 150 points popped, you have a 30% chance tot pop a Royal Token.
5. For every 125 points popped, you have a 35% chance tot pop a Royal Token.


Leveling up City Attributes

While war is waging, Cities either grow and prosper or get destroyed. Hopefully, your Cities fall into the former category. If your City is left in a state of relative peace, it can advance and become even better than its former self.

If your City has not been attacked in 7 consecutive Turns, you may increase one of the City’s Attributes by 1 point. Attacking the City walls does not count as attacking the City for this purpose.



Founding a New City


At various points in the game, you will either stumble upon a fallen city, or more likely, conquer an opposing city. You can then claim that city as your own, which expands your empire. In order to conquer a city, the Overlord of that city must surrender, or every unit in the garrison is croaked.

In order to claim the city for your own, you must have a warlord or a caster in the garrison of the new city. Also, in order to claim a city, you also need to spend 50,000 Schmuckers to buy up all Attributes to 1. The City then levels up as normal. The only Attribute that is combined over multiple Cities is Economy. Effectively all the Schmuckers generated by the Cities goes into 1 giant pot which is accessible by all Cities on your Side, via Moneymancy.

If the city instead surrenders, it keeps all of its current Attributes, which can likewise be increased as normal.


Unit Selection:

A given side has a certain style of units that they pop. An elven side pops elven units for example. When a city is created it selects its style of units. Each has their own pros and cons. The following are different applicable units types available at the beginning of the game. The GM is free to change or create new unit styles as suits their play style.


A Note on Unit Creation Methodology

Units are made with the intent that taken as a whole, they are equally effective. There should be no super units that are wholly better in every situation than another unit. To that end, all of the units are based on the same creation guidelines. A unit’s Hits, Combat, Defense and Move all scale using the same sliders: very slow, slow, medium, fast and very fast. Each with their own weight, ranging from -2 to +2. Units should even out to +1 advancement wise. Heavies even out to +2.

In addition, a unit’s upkeep is tallied based upon the unit’s starting statistics in the 4 mentioned attributes above. A units pop cost should likewise be calculated. How costly a unit is to get and how costly it is to keep it are the two main hindrances to playing nothing but very powerful units.


Disclaimer on Combat Mechanics


This section will represent my biggest departure from the cannon of Erfworld. The numbers are too large and the battles too complex for me to create rules true to the style of Erfworld. Furthermore, as of this writing, I am basing most of this off of speculation or just flat out spit balling. The single greatest change I am making is that there is now only 1 Stack per Hex.

This is just done so as to massively simplify the system. It would be far too complex to do otherwise. Likewise there is a new statistic being created for the purposes of determining the number of units that can fit in a stack. This is aptly called a units “Stack Space”.

In a given Stack (and therefore in a given hex) there is a maximum Stack Space of 20. Each individual unit has a certain Stack Space listed. This is how many Stack Spaces that unit takes up. So for example, if a unit has a Stack Space of 2, any given Stack can have a maximum of 10 of those units. The summation of all units in a stack cannot exceed this cap of 20.

Units have a higher Stack Space if they are bigger, require more room to maneuver to attack appropriately or just have personal space issues. They have a lower Stack Space if they are more adept at fighting shoulder to shoulder.


Stack Bonuses

Stacking units is the cheapest and easiest way to get the most bang for your buck. A bunch of guys attacking at once will kill something faster than the same group of guys attacking one at a time.


To determine the Hits of the Stack simply add the Hits of all of the combined Units together.

The Combat statistic is calculated as the highest Combat statistic of any unit in the stack, plus ½ the total of every other Unit’s Combat statistic in the Stack.

Defense is calculated in the same fashion, only using Defense instead of attack.

Movement is the slowest Movement of any unit in the stack. In order to use a special movement type, then every unit in the stack must possess that movement type.

Riders and Mounts are a special case. Essentially you Stack the Rider and the Mount with one another to create the statistics of the new combination Unit. Calculate the Hits, Combat and Defense as normal seen above. The combination Unit however, uses the higher of the two Unit’s Move and Stack space. Furthermore, the combined Unit retains any special movement types possessed by the Mount unit.


IMPORTANT NOTE:
Advanced Combat Training, the Siege Attribute and the bonuses for being a Royal Unit are the only bonuses that apply to the individual unit. All other bonuses and penalties apply to the Stack. Any other evidence to the contrary is to be considered a typo.

Resolving Combat


Combat is an integral part of the Erfworld system. Sooner or later, something is going to have to die.

1. Initiation Phase

To begin combat, the Attacking must move into the Defender’s Hex, which takes the appropriate amount of move (depending on Terrain).
2. Preparation Phase
Both sides double check any last minute bonuses or penalties associated with this particular combat.
3. Attacking Phase
The Attacker rolls 1d10 and adds their Combat value and the Defender does like wise rolling their Defense. The Defender takes amount of damage equal to amount the Attacker’s roll exceeds the Defender’s roll. If the Defender’s roll exceeds the Attacker’s roll, then the Defender takes no damage (with the exception of minimum damage from Leadership and other abilities). Damage is automatically applied to the unit in the stack with the lowest Hits. If the Attacking side has a Warlord, they can choose which enemy in the stack is the subject of the damage. However, the effects of damage are not felt until the Intermediate Phase, detailed below.
4. Retaliation Phase
The roles then switch and the Defender gets to attack, while the Attacker must defend.
5. The Intermediate Phase
This is the biggest and most important step in the Combat. This is where damage done in the 2 proceeding Phases takes effect and Units are potentially croaked. See the section below for details. In addition, certain effects (namely Healing and Poison) also take effect during this Phase.

Lastly, the next actions to be taken are decided in this round. Unlead stacks defer back to Step 2 and repeat the process until the entire opposing Stack is croaked, or they themselves are croaked. Stacks that are being Led however have the option of Disengaging. Effectively, the Attacker simply has to move out of the Defender’s Hex (which costs 1 or more Move depending on the Terrain). Lead stacks can of course continue the Attack, in which case go back to Step 2.

6. The End Phase

At this phase, any surviving Units gain an amount of XP equal to the bounty of all defeated enemies. The XP received is the full amount per unit; it is not split among units.


Defeating Enemies in a Stack
There are 2 methods for calculating the effect of losing units in combat. Both are equally valid, but have their own strengths and weaknesses.

The True method calculates the effectiveness of the stack as you would normally calculate the abilities of a stack with the now limited number of units. This is the most “realistic” method, but also has the most bookkeeping, and make the first few exchanges the deciders of the entire battle.

With the Fast method on the other hand, a stack takes a -1 penalty to Defense and Combat for every Unit lost. It’s easier and a bit more “fair” but isn’t too realistic.


Unit Types; Detailed


This is where the individual units for each type are fully detailed. They are presented in the same format. Unit statistics are only specifically spelled out up to level 10 it is theoretically possible to go beyond that, but is highly unlikely.

Warlords
Warlords are the basic unit type that can lead troops. Stacks lead by a Warlord perform much better than those that are not. This is due to what is known as “Leadership”. A Walord has Leadership equal to their Level + any relevant modifiers (such as those from Advanced Tactics and certain Magic Items).

The stack a Warlord leads adds the Warlord’s Leadership to its Combat and Defense values. Allied Stacks in adjacent Hexes receive ½ of this value (rounded down to a minimum of 0).

In addition, whenever a Stack with Leadership attacks, it deals a minimum amount of damage equal to ½ its Leadership bonus (rounded down, minimum of 1). This damage is dealt even if the Defending Stack’s Defense roll exceeded the Attacker’s Combat roll.

A Warlord also gains the Rider Attribute upon being made a Warlord. Also, Units that possess the following Attributes cannot be made Warlords: Siege, Heavy, Mount.

Lastly, a Warlord has twice the upkeep of the standard Unit and its Bounty is twice its normal value.

Royals
Royals are even rarer than warlords, but can be potentially even more powerful. A Royal Token can only be spent on a Warlord. A Royal unit gains a +1 bonus to Hits, Combat, Defense and Move. In addition, it also gains double XP whenever it defeats an enemy. Furthermore, a Royal’s Leadership score increases by 1. Lastly, a Royal’s upkeep is multiplied by 5, which stacks with the increased upkeep of a Warlord. In other words, a Royal costs 10 times that of a basic Unit.


Terrain Types
The Terrain on which a battle is fought can be a large determining factor in how it turns out. Some units fare much better in a given terrain type than other units. A smart Overlord knows how to best position his units to make the best use of their abilities. All Terrian bonuses and penalties are applied to the stack, not the individual unit.

Forest
Moving into a forest hex requires 2 Move instead of 1. However, a Forest hex grants a +1 stack bonus to Defense.

Dense Forest
Moving into a Dense Forest Hex requires 3 Move instead of 1. Dense Forest also provides a +3 stack bonus to Defense. Fliers in a Dense Forest Hex cannot be attacked by non fliers. Fliers take a -4 penalty to Combat when attack non-fliers.

Plains
This is the basic terrain type. It confers no inherent penalties or bonuses.

Wastelands

Due to the desolate nature of this terrain type units that start here have double upkeep.

Mountains
This type of Hex is impassible to all ground based units. For Flying units, each mountain Hex costs 2 move. Tunneling units may pass through Mountain Hexes normally.

High Mountains
As normal mountains except it takes Fliers 3 move per Hex.

Impassable Mountains

The only route though this sort of terrain would be if there was a tunnel through it.

Water
Only water capable units and fliers may enter this Terrain type. Fliers may not land in this hex.

Lava

Only Fliers may enter this Hex. Any unit to land in this Hex is instantly croaked.

Tunnels
Heavy units may not enter this type of Terrain. Units take a -2 penalty to Combat and Defense in Tunnels due to the cramped quarters. Light units do not take this penalty. Tunnel Capable units or those with Tunneling gain a +1 bonus to Combat and Defense instead.

Ruins
In this sort of Terrain, a Warlord or Caster that spends the entire Turn searching the Hex may find a Magic Item or even an Arkentool.

Chaos
Chaos magics warp the area making the impossible achievable and the mundane impossible. While in this Terrain, Combat and Defense rolls are resolved by rolling 1d20 instead of 1d10.

Law
Law magics solidify the area creating irrepressible order in the area. While in this Terrain, Combat and Defense rolls are resolved by rolling 1d6 instead of 1d10.


Magic Items and Arken Tools

Magic Items can both be found and made. Arken Tools can only be found. Items can be made by casters of the appropriate school. Magic Items and Arkentools can be found in Ruins. Ruins are from civilizations long past, and have relics hidden within their depths. Only Warlords and Casters are capable of finding Magic Items and Arken Tools. Only Warlords, Casters and Overlords can use Magic Items and Arkentools, but Arken Tools must be Attuned in order to have their full power be realized, who can actually Attune an Arken Tool is a subject of great debate.

When the appropriate Unit searches the Ruins, roll a d100, and compare the result to the table. This represents the item that could potentially be found this turn. The Warlord or Caster then rolls another d100 and attempts to roll under the value of the first roll. If they do, they find the item, if not, they fail to find the item or any item for that matter.

Roll Result Potential Item
100-51 No Item
50-31 Minor Item
30-16 Intermediate Item
15-6 Major Item
5-1 Arken Tool


Minor Items are barely perceptiable. They benefits they give are minor, and at times, may even be overlooked. There is a very small chance that they might slightly change the course of a single battle.

Intermediate items are bread and butter items. They tend to be used frequently, and make things easier. It’s not uncommon for a Level 2 Item to change the course of a battle. They won’t win battles for you, but it’ll make an impossible battle potentially winnable.

Major Items are battle changers. They most definitely affect the course of any battle they are involved in, and even some they are not. They are treasured, guarded jealously, and battles will probably be fought over them.

Arken Tools are awe inspiring items of power. They will radically change how an entire Side operates. Alliances will form and crumble because of the Tools. A single Arken Tool can change the outcome of an entire war.


Sample Magic Items


Minor Items


1. Grants a +1 Bonus to Stack’s Combat.
2. Grants a +1 Bonus to Stack’s Defense.
3. Greats Stack Healing 1.
4. Increases Stack’s Move by 2.
5. Stack gains Scout Attribute.
6. Increases Stack’s existing Leadership by 2 (Does not grant Leadership).
7. Grants [Terrain] Proficiency Attribute to Stack for random Terrain Type.
8. Warlord’s Leadership increases by 3 for purposes of Leadership.
9. Side pays 1,000 less Schmuckers in Upkeep per turn.
10. City’s Production increases by 5 per Turn.
11. City generates an extra 1,000 Schmuckers per Turn.
12. The Defense Value of the City’s Walls increase by 2.
13. The Hits value of the City’s Walls increase by 5.
14. The Stack gains the Ranged Attribute.
15. The City has its chance to pop a Warlord increased by 10%

Intermediate Items

1. Grants a +2 bonus to Stack’s Combat & Defense Values.
2. Grants a +4 bonus to Stack’s Combat Value
3. Grants a +4 bonus to Stack’s Defense Value.
4. Grants Stack Healing 3.
5. Grants Stack a +4 bonus to Move.
6. Grants Stack the Horde Breaker Attribute.
7. Grants Stack the Flying Attribute.
8. Increases Stack’s existing Leadership by 4.
9. City gains an upgrade Token every 5 Turns, regardless of whether or not it was attacked since the last Token was granted. This Item is destroyed after its benefit is used once.
10. Warlord’s Leadership increases by 6 for training purposes.
11. City’s Production increases by 10 per Turn.
12. City generates an additional 3,000 Schmuckers per Turn.
13. The City’s chance to pop a Warlord increases by 20%, and 10% for a Royal.
14. Grants the Stack double Experience.
15. The City’s Defense increases by 1. If it is already 5, the Hits increase by 10, and the Defense increases by 5.

Major Items

1. Grants stack a +10 bonus to Leadership. Full Leadership Bonus applies to Allies in adjacent Hexes.
2. Grants stack a +6 bonus to Move and the Flying Attribute.
3. Grants a +8 bonus to Stack’s Combat & Defense Values.
4. Every Unit in the Stack has all of the Attributes of every other Unit in the Stack with the exception of Leadership.
5. The Stack deals its full Leadership Bonus as Minimum Damage.
6. The Side only pay ½ Upkeep.
7. Every City on the Side generates an additional 5,000 Schmuckers per Turn.
8. Every City on the same Side has their Production increased by 10 per Turn.
9. The Stack gains 5 times the normal Experience.
10. All Warlords on your Side gain a +4 bonus to Leadership.



Converting to a More Traditional Erf System


It’s no secret that I changed quite a bit of stuff when making this system as opposed to the original and classic version. I did it mostly to simplify everything and because I didn’t have the full information to go off of at the original inception. Here are suggestions on how to make this system perform more like that in the comics:

1. Double all units’ starting Move stat.
2. In the Excel document, remove the static reference to the starting movement of the unit. I.e.: remove the dollar signs.
3. There can be 5 stacks to a given hex. The statistics of the hex are treated as if the component stacks were units, then calculated the same way as a normal stack would be. Damage done to a hex is then sent to the Stack with the lowest Hits where it is then applied to the Unit with the lowest Hits as normal. For purposes of calculating a stack’s abilities, include only the Leadership of Warlords in that stack. Leadership of warlords in the same hex, but not in the same stack is added to the stack values at the end. This stack value is then the one used to calculate the statistics of the hex.
4. Increase the Shmuckers granted by Economy by a factor of 10.
5. Increase the amount of units that can be popped by a factor of 10.

------------------------------------------------------------------

The other half of my system is in Excel form and as such will take a bit of fanagling in order to get it successfully on the boards, so bear with my as I try to get the rest of the data up. Also note: most of the Units I have created are entirely home brewed and have no canonical analog to the Erfworld Universe.


Last edited by Geez3r on Wed Feb 10, 2010 12:45 pm, edited 1 time in total.
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     Post Posted: Wed Feb 10, 2010 1:52 am 
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    Joined: Wed Feb 10, 2010 12:59 am
    Posts: 8
    All Units in my system are based upon the same mathematical formula to be relatively well balanced.

    These are the afformentioned Advancement speeds. All units use this same scale.

    Very Fast (+2) 1 2 3 4 5 6 7 8 9 10 11
    Fast (+1) 1 2 2 3 4 4 5 6 6 7 8
    Medium (+0) 1 1 2 2 3 3 4 4 5 5 6
    Slow (-1) 1 1 2 2 2 3 3 4 4 4 5
    Very Slow (-2) 1 1 1 2 2 2 3 3 3 4 4

    The following are the Key Terms for the Special Attributes all Units have.

    [Terrain] Capable

    This unit may move through the noted Terrain type without penalty.

    [Terrain] Dependency
    As [Terrain] Capable and, this unit recives a +2 to Combat and Defense when fighting in the selected Terrain type, they receive a -1 penalty in all other Terrains."

    [Terrain] Proficiency

    As [Terrain] Capable and this unit receives a +1 bonus to Combat and Defense when fighting in that Terrain type

    Acclimated
    This unit ignores any and all effects that Terrain has, both good and bad.

    Bastion
    A stack gains a +1 to its Defense value for each unit in the stack with this ability.

    Born to Lead
    This unit has Leadership 1. This does not increase with level, but does stack with Leadership from other sources. This does not allow the stack to perform the advanced actions.

    Feed Me
    This unit gains a +1 bonus to Combat and Defense for a turn when you pay twice it's normal upkeep.

    Flying

    This unit type may fly above this ground for sustained periods of time. They may pass over hazardous terrain types without suffering damage or penalties. Unless a Terrain Type specifically mentions the effects on units with Flight, Terrain neither helps nor harms units with flight.

    Healing
    At the Intermediate Combat Phase, this unit heals its allied Stack an amount of damage equal to its level. This Healing cannot heal units above maximum and cannot revive croaked units. This Healing effectively counters incoming damage. If an attack dealt 7 damage, which is enough to kill a unit with 6 hits, but there is a unit in the stack with Healing 2, the unit only takes 5 damage and therefore, does not die. This can reduce the minimum damage of an attack (such as through Leadership) to 0. Multiple units with Healing in the same stack grant a cumulative effect.

    Heavy
    A powerful unit. It's leveling progression is capped at +2 rather than +1.

    Horde Breaker
    A unit with this ability grants its stack a cumulative +1 to Combat and Defense each time the Stack is attacked by a different enemy stack, meaning that it does not apply for the multiple attacks in a combat phase. This bonus increases to +2 if the entire Stack has this ability, which is again cumulative.

    Leadership
    An ability possessed by Warlords that allows them to lead troops better. A warlord grants a +1 bonus to his Stack's Combat and Defense values, which is added in at the end calculation. This increases by 1 for each level the warlord possesses. Allied stacks in adjacent hexes also gain 1/2 of this Leadership bonus, rounded down. Leadership bonuses stack with one another. See the Warlord sidebar for more details.

    Legion
    A Stack which consists entirely of units with this attribute gains +2 Combat and Defense. This bonus doubles to +4 if the stack is also lead by a Unit with both Leadership and Legion.

    Mount
    This unit can serve as a mount for units with the [Rider] ability.

    Onslaught

    A Stack gains a +1 to its Combat value for each unit in the stack with this ability.

    Pack Hunter
    A unit with this ability gains a +1 to their Combat and Defense values if there is an allied stack in an adjacent hex (not cumulative for multiple allies), and an additional +1 if the entire stack has this ability and/or if the allied Stack does as well."

    Poison
    If during the Attacking Phase, a Unit with this ability dealt damage (including minimum damage from Leadership), then the opposing stack takes additional damage in the Intermediate Phase equal to the number of units in the Stack with Poison or the damage dealt in the Attacking Phase, whichever is less.

    Ranged
    This unit type does not not take the normal -3 penalty to combat when engaging units with the Flying ability and may engage them normally.

    Regal
    The Pop cost of this unit is doubled for the purposes of determining the frequency a Token is popped. It's standard pop cost is used in all other circumstances.

    Rider
    This unit type may mount units that have the [Mount] ability.

    Run Away

    This Unit can perform the Retreat action even if unlead.

    Runner
    This unit gains +2 Move on Roads and Plains so long as they do no engage an enemy on their turn.

    Scavenger
    If this unit croaks an enemy unit or stack and ends its turn in that same hex, they get an additional 10% XP from the kill.. Defeated unit's can't be uncroaked.

    Scout

    This unit relays any information it obtained (seeing or hearing) to the nearest warlord of the same type, or whichever warlord set it too scout.

    Seige
    This Unit's Combat Attribute is doubled when engaging a city Wall.

    Skirmisher
    Units with this ability have their Combat & Defense attributes increased by 1 for the first attack they make against each enemy hex they attack on their own Turn, +2 if the entire stack has this ability.

    Tunneling
    Units with this movement mode do not take the standard -2 penalty to Combat and Defense when fighting in Tunnels. They may also create tunnels of their own on their turn. It requires at least 1 move to burrow underground and another to resurface.

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     Post Posted: Wed Feb 10, 2010 2:05 am 
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    Determining the Attributes of the Units.

    Use the following guidelines when creating your own Units or converting Units from the comic. All Units in the game use this mechanic described below.

    The Hits, Combat, Defense, Move and Stack Space (or SS) of the Unit are completely arbitrary. Plug in any number you believe suits the standard that Unit should be held to. In addition, you may assign any number of Special Attributes, but it is recommended you limit yourself to 1 or 2.

    The next step is to calculate Upkeep and it is the most complicated computation in the game, though not if you have Excel. Firstly, you add the Hits, Move, Combat and Defense of the Unit together. You then subtract 3 times the SS of the Unit from that unit. In this fashion, larger units are more powerful for the same cost. You then take this resulting number and square it, rounding off to the highest interval of 5. In Excel it looks like this:
    Quote:
    =CEILING((SUM([Hits, Combat, Move, Defense)-(3*SS))^2,5)


    The Pop cost, which is how many points it takes to pop the Unit is 1/10th the Unit's Upkeep, rounded to the nearest interger. This amount is also the Bounty (or how much XP it's worth when defeated).

    The required Experience to level is 10x the Pop cost (usually slightly different from the Upkeep).


    For creating higher level units, advance the Hits, Defense, Combat and Move as given by the Advance Speed. The Upkeep is a static value. The pop cost doubles for each level above 1. Use this new pop cost to determine the other relevant statistics.


    -------------------------------------

    Unfortunately, it is quite late and I must get to bed. I shall continue this later.

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     Post Posted: Wed Feb 10, 2010 12:00 pm 
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    Posts: 8
    To my knowledge, we can't post tables on the boards, so I'm only going to post the basics for the units at level 1. You'll have to advance them to higher levels on your own using the methods discussed above.

    Cutesy

    Twinkies
    Hits 4 - Medium
    Combat 1 - Slow
    Defense 2 - Medium
    Move 6 - Very Fast
    Pop Cost 5
    Exp to Level 50
    Bounty 5
    Upkeep 50
    Special Ranged, Flying
    SS 2

    Shield

    Hits 6 - Fast
    Combat 4 - Slow
    Defense 6 - Very Fast
    Move 4 - Slow
    Pop Cost 6
    Exp to Level 60
    Bounty 6
    Upkeep 65
    Special Bastion, Healing
    SS 4

    Runners
    Hits 4 - Slow
    Combat 2 - Fast
    Defense 2 - Slow
    Move 8 - Very Fast
    Pop Cost 5
    Exp to Level 50
    Bounty 5
    Upkeep 50
    Special Skirmisher, Acclimiated
    SS 3

    Avengers
    Hits 10 - Medium
    Combat 8 - Fast
    Defense 8 - Medium
    Move 7 - Medium
    Pop Cost 32
    Exp to Level 320
    Bounty 32
    Upkeep 325
    Special Acclimated, Onslaught
    SS 5

    Archon

    Hits 8 - Slow
    Combat 9 - Fast
    Defense 6 - Fast
    Move 7 - Fast
    Pop Cost 22
    Exp to Level 220
    Bounty 22
    Upkeep 225
    Special Heavy, Flying
    SS 5

    Scubas
    Hits 5
    Combat 3
    Defense 3
    Move 5
    Pop Cost 5
    Exp to Level 50
    Bounty 5
    Upkeep 50
    Special Ranged, Water Proficiency
    SS 3


    Domo

    Wovers
    Hits 3 - Slow
    Combat 3 - Medium
    Defense 3 - Medium
    Move 7 - Very Fast
    Pop Cost 10
    Exp to Level 100
    Bounty 10
    Upkeep 100
    Special Acclimated
    SS 2

    Blasters
    Hits 7 - Fast
    Combat 6 - Medium
    Defense 6 - Medium
    Move 5 - Medium
    Pop Cost 14
    Exp to Level 140
    Bounty 14
    Upkeep 145
    Special Ranged
    SS 4

    Collosus
    Hits 12 - Fast
    Combat 9 - Fast
    Defense 9 - Fast
    Move 4 - Very Slow
    Pop Cost 26
    Exp to Level 260
    Bounty 26
    Upkeep 260
    Special Onslaught, Bastion
    SS 6

    Harrier
    Hits 14 - Fast
    Combat 14 - Fast
    Defense 12 - Medium
    Move 8 - Medium
    Pop Cost 32
    Exp to Level 320
    Bounty 32
    Upkeep 325
    Special Heavy, Flying, Siege
    SS 10

    Barrier Knight
    Hits 7 - Fast
    Combat 8 - Medium
    Defense 8 - Medium
    Move 6 - Medium
    Pop Cost 20
    Exp to Level 200
    Bounty 20
    Upkeep 200
    Special Healing, Horde Breaker
    SS 5

    Auto Gunners
    Hits 10 - Fast
    Combat 9 - Fast
    Defense 8 - Fast
    Move 0 - Very Slow
    Pop Cost 14
    Exp to Level 140
    Bounty 14
    Upkeep 145
    Special Garrison, Ranged
    SS 5

    Overwatchers
    Hits 8 - Fast
    Combat 6 - Medium
    Defense 7 - Medium
    Move 6 - Medium
    Pop Cost 14
    Exp to Level 140
    Bounty 14
    Upkeep 145
    Special Born to Lead, Regal
    SS 5

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     Post Posted: Wed Feb 10, 2010 12:12 pm 
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    Posts: 8
    Dorf

    Lumberjacks
    Hits 8 - Fast
    Combat 6 - Medium
    Defense 5 - Fast
    Move 5 - Slow
    Pop Cost 14
    Exp to Level 140
    Bounty 14
    Upkeep 145
    Special Rider
    SS 4

    Cannoneer
    Hits 5 - Medium
    Combat 5 - Fast
    Defense 4 - Medium
    Move 5 - Medium
    Pop Cost 10
    Exp to Level 100
    Bounty 10
    Upkeep 100
    Special Ranged
    SS 3

    Stwider
    Hits 16 - Fast
    Combat 10 - Very Fast
    Defense 10 - Fast
    Move 6 - Very Slow
    Pop Cost 32
    Exp to Level 320
    Bounty 32
    Upkeep 325
    Special Heavy, Seige, Range
    SS 8

    Stoner
    Hits 9 - Fast
    Combat 7 - Fast
    Defense 7 - Fast
    Move 0 - Very Slow
    Pop Cost 6
    Exp to Level 60
    Bounty 6
    Upkeep 65
    Special Garrison, Defender
    SS 5

    Bullwies
    Hits 8 - Medium
    Combat 6 - Medium
    Defense 6 - Medium
    Move 8 - Fast
    Pop Cost 10
    Exp to Level 100
    Bounty 10
    Upkeep 100
    Special Mount
    SS 6

    Juggie
    Hits 15 - Very Fast
    Combat 10 - Fast
    Defense 10 - Fast
    Move 7 - Very Slow
    Pop Cost 44
    Exp to Level 440
    Bounty 44
    Upkeep 445
    Special Heavy, Siege
    SS 7


    Elves

    Woodsy

    Hits 4 - Slow
    Combat 4 - Fast
    Defense 3 - Medium
    Move 7 - Fast
    Pop Cost 8
    Exp to Level 80
    Bounty 8
    Upkeep 85
    Special Skirmisher, Forest Capable
    SS 3

    Eager
    Hits 4 - Medium
    Combat 4 - Medium
    Defense 4 - Medium
    Move 6 - Fast
    Pop Cost 4
    Exp to Level 40
    Bounty 4
    Upkeep 40
    Special Huzzah, Skirmisher
    SS 4

    Gwumps
    Hits 10 - Fast
    Combat 8 - Fast
    Defense 8 - Fast
    Move 4 - Slow
    Pop Cost 22
    Exp to Level 220
    Bounty 22
    Upkeep 225
    Special Heavy, Forest Proficiency
    SS 5

    Shady
    Hits 6 - Slow
    Combat 6 - Fast
    Defense 4 - Slow
    Move 6 - Very Fast
    Pop Cost 10
    Exp to Level 100
    Bounty 10
    Upkeep 100
    Special Wasteland Proficiency, Poison, Run Away
    SS 4

    High

    Hits 8 - Fast
    Combat 8 - Medium
    Defense 6 - Medium
    Move 6 - Medium
    Pop Cost 17
    Exp to Level 170
    Bounty 17
    Upkeep 170
    Special Born to Lead, Regal
    SS 5

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     Post Posted: Wed Feb 10, 2010 12:23 pm 
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    Giants

    Mountain
    Hits 12 - Very Fast
    Combat 11 - Fast
    Defense 8 - Fast
    Move 5 - Very Slow
    Pop Cost 32
    Exp to Level 320
    Bounty 32
    Upkeep 325
    Special Heavy, Mountain Proficiency, Ranged
    SS 6

    Forest
    Hits 10 - Medium
    Combat 8 - Medium
    Defense 8 - Medium
    Move 7 - Fast
    Pop Cost 32
    Exp to Level 320
    Bounty 32
    Upkeep 325
    Special Forest Proficiency, Ranged
    SS 5

    Stone

    Hits 14 - Very Fast
    Combat 10 - Fast
    Defense 10 - Fast
    Move 0 - Very Slow
    Pop Cost 26
    Exp to Level 260
    Bounty 26
    Upkeep 260
    Special Heavy, Garrison, Bastion
    SS 6

    Storm
    Hits 15 - Fast
    Combat 14 - Fast
    Defense 14 - Fast
    Move 7 - Slow
    Pop Cost 68
    Exp to Level 680
    Bounty 68
    Upkeep 680
    Special Heavy, Regal, Rampage
    SS 8

    Death
    Hits 8 - Fast
    Combat 8 - Very Fast
    Defense 7 Medium
    Move 6 - Slow
    Pop Cost 20
    Exp to Level 200
    Bounty 20
    Upkeep 200
    Special Heavy, Scavenger, Poison
    SS 5

    Mini men

    Hits 7 - Medium
    Combat 5 - Fast
    Defense 5 - Medium
    Move 6 - Medium
    Pop Cost 12
    Exp to Level 120
    Bounty 12
    Upkeep 125
    Special Horde Breaker
    SS 4


    Jorks

    Scampies
    Hits 4 - Fast
    Combat 5 - Medium
    Defense 4 - Medium
    Move 6 - Medium
    Pop Cost 10
    Exp to Level 100
    Bounty 10
    Upkeep 100
    Special Runner
    SS 3

    Wolvies

    Hits 4 - Medium
    Combat 4 - Medium
    Defense 3 - Medium
    Move 7 - Fast
    Pop Cost 14
    Exp to Level 140
    Bounty 14
    Upkeep 145
    Special Ravenger, Light
    SS 2

    Tigews

    Hits 8 - Fast
    Combat 7 - Medium
    Defense 7 - Medium
    Move 8 - Fast
    Pop Cost 14
    Exp to Level 140
    Bounty 14
    Upkeep 145
    Special Heavy, Mount
    SS 6

    Waaargs
    Hits 7 - Medium
    Combat 6 - Fast
    Defense 5 - Slow
    Move 6 - Fast
    Pop Cost 14
    Exp to Level 140
    Bounty 14
    Upkeep 145
    Special Onslaught, Flying
    SS 4

    Wavenegers
    Hits 9 - Fast
    Combat 8 - Fast
    Defense 6 - Slow
    Move 6 - Medium
    Pop Cost 20
    Exp to Level 200
    Bounty 20
    Upkeep 200
    Special Horde Breaker, Ranged
    SS 5

    War Tower
    Hits 12 - Medium
    Combat 8 - Very Fast
    Defense 7 - Medium
    Move 5 - Slow
    Pop Cost 20
    Exp to Level 200
    Bounty 20
    Upkeep 200
    Special Seige, Ranged
    SS 6

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     Post Posted: Wed Feb 10, 2010 12:37 pm 
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    Men

    Stabber
    Hits 6 - Medium
    Combat 3 - Fast
    Defense 3 - Medium
    Move 5 - Medium
    Pop Cost 13
    Exp to Level 130
    Bounty 13
    Upkeep 65
    SS 3
    Special N/A

    Archer
    Hits 6 - Medium
    Combat 4 - Fast
    Defense 2 - Slow
    Move 7 - Fast
    Pop Cost 10
    Exp to Level 50
    Bounty 10
    Upkeep 100
    SS 3
    Special Ranged

    Knight
    Hits 9 - Fast
    Combat 6 - Fast
    Defense 6 - Fast
    Move 6 - Very Slow
    Pop Cost 22
    Exp to Level 220
    Bounty 22
    Upkeep 225
    SS 4
    Special Rider, Regal

    Gwiffon
    Hits 5 - Slow
    Combat 4 - Fast
    Defense 4 - Medium
    Move 8 - Fast
    Pop Cost 4
    Exp to Level 40
    Bounty 4
    Upkeep 40
    Special Mount, Flight
    SS 5

    Wabble
    Hits 4 - Medium
    Combat 2 - Medium
    Defense 2 - Medium
    Move 6 - Fast
    Pop Cost 6
    Exp to Level 60
    Bounty 6
    Upkeep 65
    Special Feed Me
    SS 2

    Myrmidon
    Hits 8 - Medium
    Combat 8 - Fast
    Defense 7 - Fast
    Move 6 - Medium
    Pop Cost 20
    Exp to Level 200
    Bounty 20
    Upkeep 200
    Special Heavy, Horde Breaker
    SS 5

    Catapult

    Hits 14 - Fast
    Combat 12 - Fast
    Defense 10 - Fast
    Move 6 - Slow
    Pop Cost 32
    Exp to Level 320
    Bounty 32
    Upkeep 325
    Special Heavy, Siege, Ranged
    SS 8


    Ooga Booga

    Stalker
    Hits 8 - Very Fast
    Combat 6 - Medium
    Defense 6 - Fast
    Move 5 - Very Slow
    Pop Cost 10
    Exp to Level 100
    Bounty 10
    Upkeep 100
    Special Wasteland Proficiency, Ranged
    SS 5

    Spidews
    Hits 7 - Fast
    Combat 6 - Fast
    Defense 6 - Fast
    Move 5 - Slow
    Pop Cost 4
    Exp to Level 40
    Bounty 4
    Upkeep 40
    Special Heavy, Mount, Poison
    SS 6

    Fire Skulls

    Hits 4 - Medium
    Combat 3 - Medium
    Defense 3 - Slow
    Move 7 - Very Fast
    Pop Cost 12
    Exp to Level 120
    Bounty 12
    Upkeep 125
    Special Flying, Scout
    SS 2

    Daemon Knight
    Hits 9 - Fast
    Combat 7 - Medium
    Defense 7 - Medium
    Move 6 - Medium
    Pop Cost 29
    Exp to Level 290
    Bounty 29
    Upkeep 290
    Special Rider, Legion
    SS 4

    Hell Hounds
    Hits 8 - Medium
    Combat 5 - Slow
    Defense 5 - Fast
    Move 8 - Fast
    Pop Cost 6
    Exp to Level 60
    Bounty 6
    Upkeep 65
    Special Mount, Legion
    SS 6

    Gwumbles
    Hits 12 - Fast
    Combat 8 - Fast
    Defense 8 - Fast
    Move 4 - Very Slow
    Pop Cost 20
    Exp to Level 200
    Bounty 20
    Upkeep 200
    Special Tunneling, Siege
    SS 6

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     Post Posted: Wed Feb 10, 2010 2:07 pm 
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    Okay! Looks good. I'm definitely in. Am I allowed to try making my own side?

    _________________
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    And this one, too!

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     Post Posted: Wed Feb 10, 2010 7:01 pm 
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    Posts: 236
    Wow, that was long. But I'm playing.

    Okay, I pick Ooga Booga as my side.

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     Post Posted: Tue Feb 16, 2010 8:06 pm 
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    Amazing depth, I'm in, if you'll let me.

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     Post Posted: Tue Feb 16, 2010 10:52 pm 
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    I gotta say, this has inspired me. I've been kicking around a homebrew game in roughly this vein for some time now. Would you mind if I used the core of these ideas and blended it with some alternate mechanics? I wouldn't want to violate any kind of artistic integrity but this game looks like it would be a blast to bring to my gaming table.

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     Post Posted: Tue Feb 16, 2010 11:53 pm 
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    Wow, I was expecting to wait like a week before anyone had even read through the bloody thing.

    Sinrus: Yes, you can make your own side if you so wish. I would prefer you stick to the Sides I have already, but I'm certainly not mandating it. I'll have to approve what you come up with of course to make sure its been calculated properly and everything seems in order.

    Ehbobo: Good to have you along.

    Turbler: The more the merrier.

    Doug & anyone else with a similar question: Please, steal as much of this as humanly possible. Seriously. If I didn't want people using my ideas, then I would have just horded it for myself. If you like an idea, take it. Though if you idea takes off and you make millions of dollars, I expect a line in the Contributors section ;)


    Also, more generally, I'm trying to get a map up, but the process is rather tedious. Does anyone know any tips to speed it along?

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     Post Posted: Wed Feb 17, 2010 5:13 am 
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    What program are you using? And side. Can't figure out how to use excel but I can post the stats here.

    EDIT: Never mind. I'll use Dorf.

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    And this one, too!

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     Post Posted: Thu Feb 18, 2010 8:33 pm 
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    'm trying to make a side... but bleh... so difficult O_o If I can though, then I will... otherwise I'll take a preset...
    P.S. you forgot the odds on caster poppery.

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     Post Posted: Fri Feb 19, 2010 4:56 am 
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    I have no idea how this will work out. But I'll like to play.

    I too would like to create my own side though. I'll come to that in some time I think.

    (Egyptalon reborn!)

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     Post Posted: Fri Feb 19, 2010 9:01 pm 
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    I think I've just been adding unit types to my side out of boredom, since NOBODY ELSE IS POSTING :x but I suppose I must wait -_-" maybe I can make the magic system!

    because I can, I have made a side for Disgaea (The Nether-Erf?)

    Pwinny
    Hits 2 (Slow)
    Combat 1 (Fast)
    Defense 1 (Medium)
    Move 6 (Fast)
    Pop Cost 5
    Exp to level up 50
    Bounty 5
    Upkeep 50
    Special: Run Away, Scout, Tunneling
    SS1

    Tweant (more like stumps, so get that mental image of a Gump outa your head, dood.)
    Hits 4(Fast)
    Combat 2 (Slow)
    Defense 4 (Fast)
    Move 3 (Medium)
    Pop Cost 5
    Exp to level up 50
    Bounty 5
    Upkeep 50
    Special: Bastion, Poison
    SS2

    Nether(world) Golems
    Hits 9 (Slow)
    Combat 7 (Fast)
    Defense 8 (Medium)
    Move 7 (Fast)
    Pop Cost 17
    Exp to level up 170
    Bounty 17
    Upkeep 170
    Special: Heavy, Seige
    SS6

    Kit-Kat
    Hits 4 (Medium)
    Combat 3 (Fast)
    Defense 3 (Medium)
    Move 2 (Medium)
    Pop Cost 6
    Exp to level up 60
    Bounty 6
    Upkeep 65
    Special: Rider, Runner
    SS1

    Manticowe (the e is silent)
    Hits 3 (Slow)
    Combat 2 (Fast)
    Defense 2 (Medium)
    Move 7 (Fast)
    Pop Cost 6
    Exp to level up 60
    Bounty 6
    Upkeep 65
    Special: Mount, Flying
    SS2

    Senatow
    Hits 4(Slow)
    Combat 2(Fast)
    Defense 3(Medium)
    Move 4(Fast)
    Pop Cost 10
    Exp to level up 100
    Bounty 10
    Upkeep 100
    Special: Regal, Born to Lead
    SS1

    Imp
    Hits 4(Medium)
    Combat 2(Medium)
    Defense 3(Medium)
    Move 9(Fast)
    Pop Cost 10
    Exp to level up 100
    Bounty 10
    Upkeep 100
    Special: Flying, Poison, Scout
    SS3

    Spiwit
    Hits 3(Medium)
    Combat 2(Medium)
    Defense 2(Fast)
    Move 4(Medium)
    Pop Cost 6
    Exp to level up 60
    Bounty 6
    Upkeep 65
    Special: Acclimated, Legion
    SS1

    Faewy
    Hits 5(Medium)
    Combat 4(Medium)
    Defense 4(Fast)
    Move 2(Medium)
    Pop Cost 8
    Exp to level up 80
    Bounty 8
    Upkeep 85
    Special: Rider, Horde Breaker
    SS2

    Gawaxy Guard
    Hits 7(Fast)
    Combat 3(Medium)
    Defense 7(Fast)
    Move 1(Medium)
    Pop Cost 1
    Exp to level up 10
    Bounty 1
    Upkeep 10
    Special: Heavy, Bastion
    SS5

    Shadow
    Hits 5(Medium)
    Combat 4(Slow)
    Defense 3(Fast)
    Move 5(Fast)
    Pop Cost 6
    Exp to level up 60
    Bounty 6
    Upkeep 65
    Special: Ranged, Hover (can pass Lava and water hexes as a flier, but still cannot pass mountains)
    SS3

    Usagi
    Hits 2(Medium)
    Combat 2(Medium)
    Defense 2(Medium)
    Move 5(Fast)
    Pop Cost 8
    Exp to level up 80
    Bounty 8
    Upkeep 85
    Special: Tunneling, Tunnel Proficiency
    SS1

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     Post Posted: Sat Feb 20, 2010 4:19 pm 
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    I have decided to do the magic system!

    The Magic System
    When recieving a warlord token (which in and of itself is quite variant from canon, as sides can choose when they wanna pop a warlord, but I digress), roll a 1d(1+6^C)where C= the # of casters your side controls.
    In chart form:
    C=0|1d2
    C=1|1d7
    C=2|1d37
    C=3|1d217
    C=4|1d1297
    We'll deal with anything past that when we get there.
    When you roll a (the number of sides of the die you rolled, so 2 for 1d2, 37 for 1d37), a caster pops. roll a 1d25 for what Type of caster you get.
    1|Findamancer
    2|Predictamancer
    3|Mathamancer
    4|Turnamancer
    5|Dollamancer
    6|Weirdomancer
    7|Dirtamancer
    8|Changeamancer
    9|Dittomancer
    10|Lookamancer
    11|Thinkamancer
    12|Foolamancer
    13|Florist
    14|Signamancer
    15|Date-a-mancer
    16|Shockamancer
    17|Croakamancer
    18|Thinkamancer
    19|Hat Magician
    20|Carnymancer
    21|Rhyme-o-mancer
    22|Luckamancy
    23|Healomancy
    24|Moneymancy
    25|Thinkamancer
    yes, Thinkmancer appears not once, nor twice, but thrice. 'Cause most sides have one canonically, so I made 'em the most common.

    Unlike Royals and Warlords, Casters are legitimate Units. Normal units do not just suddenly learn magic. Oh, and Uncroaked casters, they can't cast either, they're basic infantry if they're uncroaked. They have stats, too. For this game, they count as units with 0 move (when they travel with a stack including a unit they made, their move is equal to one of those units' move [as though it were riding [and they actually have the Rider special] the unit{except no adding hits, combat or move}]) they also have 3 hits, 1 combat and 1 defense. They also have a mere 1 SS. They have that same 10X upkeeep as a royal, for a grand total of 400 (yes, I did apply the 10X afterward, I am NOT giving casters a 40 upkeep!)

    Caster (generally speaking, y'know.)
    Hits 3(Fast)
    Combat 1(Medium)
    Defense 1(Medium)
    Move 0(Medium[but not REALLY, y'know?])
    Pop Cost: 0
    Exp to level up 40
    Bounty 40
    Upkeep 400
    Special: Light, Rider, Caster, Garrison, Leader (can perform a warlord's advanced actions, but still has 0 leadership, unless...) Xamancy Leadership(Gains Leadership = to 2x its level that affects only units made by its own class of magic, controlled by its own side, uncroaked don't count [unless we're talkin croakamancers, at which point they're all that DO count])

    Casters can move from one city to the next of its side, via the Magic Kingdom. This expends 0 move, and can be done as many times as desired.
    SS1

    Juice
    Juice, is one of the most important things about a caster, as they must expend it to cast Magic.
    Juice =L^2-2L+2, or 5L+5.
    another chart, for reference
    Level|Juice.Level|Juice
    1|1. 1|10
    2|2. 2|15
    3|5. 3|20
    4|10. 4|25
    5|17. 5|30
    6|26 6|35
    7|37 7|40
    8|50 8|45
    Method 1 (left) or 2 (right) I'm not sure which to use. . .

    There are ranks of caster, too
    1+ Newbie ("I swear if I hear another Orly call me a N00B. . ."- a Newb rank caster)
    3+ Apprentice
    5+ Average
    7+ Skilled
    9+ Adept
    11+ Master Class
    There are certain spells that require a certain rank (or higher) to cast, in addition to juice costs.

    Spells
    If you have a witty Idea for a spell's name/Keywords, go ahead and let me know
    Findamancy
    Newbie (and up, of course):
    1 Juice: Warning: Finds a random stack of units you were unaware of within the casters Level*3(L*3) hexes of the caster's location.
    This only tells you there is a stack of units, nothing else, not even who owns them. but it can't be yours, 'cause it's a stack you didn't know about, and all

    Apprentice
    1 Juice: Seeker : choose a Side, and you will be shown a random stack containing units from that side, within L*4. You still wouldn't know anything else about the stack
    1 Juice: of X :When you cast a spell, the total number of results within the Searches range is included. Must be used on caster's own spell.

    Average
    2 Juice: G^2 : when you cast another single targeting spell, you may cast this spell as well, and the spell is now a double targeting spell. Must be used on caster's own spell.

    Skilled

    Adept

    Master class


    It's not Done, but It's still a work in progress.


    Last edited by turbler on Sat Feb 20, 2010 7:57 pm, edited 7 times in total.
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     Post Posted: Sat Feb 20, 2010 4:35 pm 
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    Very nice. I'll put my bored mind to work on something, but I can't figure out what.

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     Post Posted: Sat Feb 20, 2010 5:48 pm 
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    until you can think of something to do, just spread the word, Sinrus, cause I want some PLAYERS IN HERE! :mrgreen: But yeah, thanks.

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     Post Posted: Sat Feb 20, 2010 7:27 pm 
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    Okay, I think it's obvious that the person running this game is not as active as a GM should be. Let's move some of this STUFF into the Erfworld Game forum and centralize efforts there, or else this'll be confusing.

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