StatWar

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StatWar is a modable strategy/war game where you can design your own units based on a point buy system. The full title of StatWar is StatWar: [phrase chosen by whoever is talking].

Unit Creation

Description This does nothing. It's required though so you might as well have some awesome fluff for your cannon fodder.

Stats

Damage: How much damage a unit does. Defaults to 0. Costs 1 point to increase.

Range: The number of squares away a unit can attack. Defaults to 0. Costs 1 point to increase.

Armor: How much damage a unit resists. If a unit that does three damage attacks a unit with two armor, it does one damage. If a unit that does three damage attacks a unit with three or more armor, it does no damage. Defaults to 0. Costs 1 point to increase. A unit cannot have a higher Armor stat than its Health stat.

Move: How many squares a unit can travel per turn. Defaults to 0. Costs 1 point to increase.

Health: How much damage a unit can take before dying. Defaults to 5. Can't be raised here.

Special Abilities

Suicide Bomb: Does it's damage to all units on it's square and adjacent squares upon death. Units with Suicide Bomb can die intentionally if they don't feel like waiting. 5 points.

Big: This ability increases the number of squares the unit takes up by one for each level. Units get one bonus Health for each square they take up beyond their original one. Squares can be arranged any way you like upon character creation, as long as they all connect, but are permanently in that configuration. 5 points per level.

Ridable: Each level of this allows one non-ridable unit to move on top of the ridable unit as it's move for that turn. Riding units will be moved with the ridable unit. If it is their turn, riding units can dismount and move their normal number of squares, attack, or both. Riding units cannot be attacked. Units with multiple levels of Ridable must have enough squares to actually fit all of the units they carry. Figure out what squares your ridable unit covers - you must be able to fit all riding units on those squares with no overlap. 5 points per level.

Defender: This ability gives the unit control over the squares adjacent to it. Enemy units that move into these squares end their movement, no matter how many squares they would normally be allowed to move. They can still attack. Additional levels give the unit control of an additional ring of adjacent squares. 5 points per level.

Healer: This ability lets a unit heal an adjacent friendly unit for one Health per level as its attack move. A unit cannot heal units that are currently riding in it, and vice versa. 5 points per level.

Armor Piercer: This ability lets a unit do one point of damage that ignores all armor per level. It cannot allow a unit to do more than its usual max damage. 5 points per level.

Example Units

Crossbow Dorf - 25 points

Description: Short, bearded, alcoholic, enjoys mining.

Damage: 5 Range: 6 Armor: 5 Move: 4 Health: 5 Special: Defender - 1

Bear - 25

Description: Roll a nature check.

Damage: 4 Range: 1 Armor: 1 Move: 9 Health: 11 Special: Ridable - 1, Big - 1

Here are more StatWar_Units.

Models Use your image editing software of choice to edit the unit template[[1]], print it out, fold it, and tape it to a base of some kind. A penny works really well. If you plan on having more than one of that unit, number them and write that number on the base.

Playing

Pregame 1. Find someone to play against. Agree on a point total. Make an army that costs that many points. Make a list of your units in the order you want them to move in. Write how many HP they have next to their names on the list. Trade character sheets with your opponent so you both know what the hell everything is.

2. Pick sides on the board. The board can be anything as long as it is symmetrical, has squares, and has a neutral zone along a line of symmetry. Flip a coin to see who goes first. Take turns putting down units in the order you listed them. You can't put a unit in the neutral zone, or on the side that has your opponent's units on it.

Game

1. Whoever put down the last unit in the pregame section has to go second.

2. Take turns with your opponent moving one unit. Move your units in the order you listed them. Move your unit a maximum of the number of squares in its Move stat, then attack one unit in range if you want to. The unit you attack takes attacker Damage - defender Armor damage. Record damage on your character list. If a unit gets to 0 HP, it dies and is removed.

3. Keep doing this until someone runs out of dudes.

This is totally a work in progress. A big pile of example units is forthcoming.