Warmunchies: Difference between revisions

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== Spells ==
== Spells ==


(Roll d6s equal to trans fat, and attempt to roll under the %. Any targeted enemies and enemies within their Total Fat range of the caster roll d6s equal to their sat fat, and cancels each success with a 6.
Roll d6s equal to trans fat, and attempt to roll under the %. Any targeted enemies and enemies within their Total Fat range of the caster roll d6s equal to their sat fat, and cancels each success with a 6.


Vitamin A: +1 to shooting die rolls per success<br/>
Vitamin A: +1 to shooting die rolls per success<br/>

Revision as of 04:46, 4 April 2012

A tabletop wargame, with the twist that the units are candy and you get to eat your spoils.

This is still very much a work in progress, and a lot of stuff in the initial thread hasn't been added yet. Feel free to do so.

Ideas

  • Weight, calorie, and fat count determine stats and point cost.
  • If you kill a unit, you get to decide who eats it. It can be you, your opponent, (for the nasty-tasting ones) the referee, or the audience. (In case both players are too full.)
    • Alternatively, if a player can't eat any more he forfeits the game.
  • Hijack Brikwars rules?

Possible rules

Serving size=squad size. You get a discount if you purchase a whole serving for your army. All other values are divided by # of appropriate gummys per serving. Round these individual values up.

Weight (in g) = unit hp.
Calories = Unit Cost

Total Fat (in g) = max range of spells (in inches). Default range is self.
Sat Fat (in g) = dice rolled to dispel spell. Default is 1.
Trans Fat (in g) = dice rolled to cast spell. Default is 1.

Total Carbs (in g) = max range of combat attacks (in inches). Default is 0.
Dietary Fiber )in g) = # dice rolled to defend vs combat attacks
Sugar (in g) = # dice rolled in combat. Default is 1.

Sodium (in mg) = inches moved when given a move order
Cholesterol (in mg) = bonus to spell roll (cast and dispel)
Protein (in g) = bonus to dice rolled in combat

Spells

Roll d6s equal to trans fat, and attempt to roll under the %. Any targeted enemies and enemies within their Total Fat range of the caster roll d6s equal to their sat fat, and cancels each success with a 6.

Vitamin A: +1 to shooting die rolls per success
Vitamin C: Heal 1 hp per success.
Calcium: +1 to dispel rolls
Iron: +1 to defense rolls in combat
Vitamin D: -1 to enemy defense die per success
Vitamin E: Heal 1 hp per success
Vitamin K : End an ongoing affect per success
Thiamin: Target enemy makes a single combat attack against an enemy within their range, with 1d6 per success.
Riboflavin: Ignore terrain for 1 inch per success
Niacin: Reroll one defense die in combat per success
Vitamin B6: +1 inch movement per success
Folate: +1 to defense rolls in combat per success
Vitamin B12: Reroll 1 die in combat per success
Biotin: +1 to defense die in combat per success
Pantothenic acid: -1 to enemy attack roll in combat per success
Phosphorus: 1d6 damage hit on enemy per success.
Iodine: If enemy is damaged, increase that damage by 1 per success.
Magnesium: 2d6 damage hit on adjacent enemy per success
Zinc: Can create a new gummy adjacent to this one, with a calorie value of up to twice the # of successes
Selenium: 1d6 damage on target enemy. If they take damage, repeat this against two enemies still within range of this caster. Repeat until no more damage has been done, all the enemies in range have been damaged once, or you've split a number of times equal to your successes.
Copper: Can create a new gummy within your spell range, with a calorie value of up to the # of successes.
Manganese: +1 to any allied spells within range per success.
Chromium: +1 to any allied combat attacks within range per success
Molybdenum: Enemy within range must reroll one combat die per success.
Chloride: Enemy within range must reroll once defense die per success.

Links

The original thread.