Megaton: Difference between revisions
1d4chan>MagicJuggler No edit summary |
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Fill in some other stuff like speed/etc... | Fill in some other stuff like speed/etc... | ||
==Races== | |||
Racial templates: | |||
Zora: | |||
Aquatic: May move up to double speed through water terrain. | |||
Vulnerable to Fire/Ice: Fire and Ice-based attacks are treated as twice their damage rating against Zoras...this can help offset armor, or even in the case of area-effect spells, royally mess them up. | |||
Move: 5 | |||
Defense 1 | |||
Heart Points: 3 | |||
Gorons: Stout and tough as nails, though slow. | |||
Move: 3. | |||
Defense 2 | |||
Toughness 4 | |||
Special rules: | |||
Heat Resistant: Gorons double their defense against flame-based attacks. | |||
Rock-rolling: A Goron unit may forfeit its turn to attempt to roll. It declares the direction of the rolling...at the end of the next turn, the Gorons move 12 inches foward, with anything in the way taking an automatic Attack 2 hit for every Goron in the unit . If the unit is able to use spikes, then the unit takes an Attack 4 hit for every Goron in the unit. | |||
Deku: | |||
Mov 3 | |||
HP 2 | |||
Def 1 | |||
Special Rules: | |||
Vulnerable to Fire: See Zora entry. | |||
Root: A Deku unit in forest terrain may elect to burrow itself into the ground. While in this terrain, the unit has defense 4 before terrain modifiers are taken into account. |
Revision as of 21:00, 23 April 2009
Faction List
-Hylians: Rank and-file spearblocks, with a smaller core of elite foot knights, archers, and ball-and-chain infantry. They have the Lore of Light as their magic, which bolsters courage, blinds enemies, etc. -Kokiri Forest: A reclusive force of nature...people avoid this area for it being cursed...occasionally the Great Deku Tree may dispatch its Deku servitors into the wild war for unfathomable goals. They have rock-hard static shooting, due to the ability to entrench themselves in the ground, with decent secondary aerial harassment ability. -Death Mountain Gorons: Lightning bruisers, all. They can roll around, and defeat enemies by their sheer impact. Their monopoly on bomb flowers gives them deadly close-range artillery support. They wield the Lore of Fire. -Zoras: Expert swimmers all, and lithe and agile. They have expert martial artists, fin boomerangs, and the ability to summon Jabbu-Jabbu's avatar into combat. They wield water. -The Shiekah. They still exist. These are the ninja faction. The Lore of Shadow lets them control undead, and manipulate the powers of darkness. -The Gerudo: Our light cavalry faction, with decent close-ranged support in their Bandit leaders armed with dual scimitars. The Lore of Spirit is a mix of illusion and trickery. -Mercenaries: Numerous other smaller groups, from Lizardmen Tribes (capable of taming Dodongos) to undead composers Sharp and Flat, may be available for hire.
Game System
Core attributes would be:
Move: Movement determines how far you can move in inches per turn. Hearts: How much health you can take. Most models have 3 heart points. This it generally takes 3 hits to kill a model, but also that excess wounds are discarded unless a attack is able to otherwise carry over wounds (for instance, a spin attack). For every X number of wounds suffered, remove 1 model...this helps minimize bookkeeping. Skill: How trained you are with a certain weapon. This can vary between different weapon types (for instance, Goron Grenadiers may not be as effective equipped with Crossbows). Defense: All damage removes hearts based on powers of 2. Each pt of defense divides the damage taken by that amount. Defense is on a power of 2, so 1, 2, 4, etc. If this reduces damage to less than a heart, then the wound is discarded.
Fill in some other stuff like speed/etc...
Races
Racial templates:
Zora: Aquatic: May move up to double speed through water terrain. Vulnerable to Fire/Ice: Fire and Ice-based attacks are treated as twice their damage rating against Zoras...this can help offset armor, or even in the case of area-effect spells, royally mess them up. Move: 5 Defense 1 Heart Points: 3
Gorons: Stout and tough as nails, though slow. Move: 3. Defense 2 Toughness 4
Special rules: Heat Resistant: Gorons double their defense against flame-based attacks. Rock-rolling: A Goron unit may forfeit its turn to attempt to roll. It declares the direction of the rolling...at the end of the next turn, the Gorons move 12 inches foward, with anything in the way taking an automatic Attack 2 hit for every Goron in the unit . If the unit is able to use spikes, then the unit takes an Attack 4 hit for every Goron in the unit.
Deku:
Mov 3 HP 2 Def 1
Special Rules: Vulnerable to Fire: See Zora entry. Root: A Deku unit in forest terrain may elect to burrow itself into the ground. While in this terrain, the unit has defense 4 before terrain modifiers are taken into account.