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Catfight: Tactics is a /tg/ [[/tg/%27s_homebrews | homebrew]] game of tactics and catfights. It is, by now, sort of functional.  
=Catfight Tactics=
Catfight Tactics is a game of catfights and tactics tentatively set in an Escape from New York style women's prison located on a post-icecap-melt Florida Island.


==Character Creation==
==Character Creation==
To create a character for Catfight: Tactics, fill out the following template.
===Character Sheet===
[[Image:Charactersheet.png|thumbnail|Click for character sheet.]]


Character Template<br/>
===Stats===
Name<br/>
Stats represent a character's basic capabilities. The four main stats — Skill, Intellect, Physique, and Speed — are purchased directly with points. They default to 0, but must be raised to at least 1 for a character to be legal. Increasing a stat costs 2 points. For example, giving a character a SKI of 3 costs 6, and giving a different character a SKI of 9 costs 18. The derived stats are secondary. They are not directly purchased by the player, but instead each based on a different main stat..
Point Total - 3 to 36<br/>
skill - 1 to 12<br/>
physique - 1 to 12<br/>
move - 1 to 12<br/>
HP - 3 x physique<br/>
Morale - 10<br/>
Special - <br/>


Choose a special from the following list:<br/>
Skill (SKI)
Drop Kick - Character makes a normal strike attack. However, extra damage from moving is doubled. The character falls prone after the attack resolves, whether it hits or misses. Cost: 20 DP
Skill represents a character's ability to fight. In the game, the accuracy of most attacks is based on skill.


Spin - Character makes separate skill vs skill attacks for all adjacent enemies. If more than one attack hits, the attacks do a total of 2 x skill damage divided equally among the enemies (remainder chosen by attacker). If exactly one hits it functions as a strike. Spin attacks get no bonuses from moving. Cost: 10 DP
Derived Stat: Defense (DF)
Defense represents a character's ability to avoid being hit. DF is a characters SKI+6.


Improved Opportunity Attack - Character may make an opportunity attack whenever an enemy leaves an adjacent hex, as long as the character has the DP to pay for it. Cost: 1 DP
Intellect (INT)
Intellect represent's the character's mental abilities. High gives characters a few secondary bonuses to certain attacks.


Ram - Character makes a physique vs physique attack that does 2 x physique damage on a hit. This attack provokes simultaneous opportunity attacks for all enemies, the ones that hit do so after resolving the original attack (whether the opportunity attacker is still capable of attacking or not). Cost: 20 DP
Derived Stat: Morale Points (MP)
Morale represents a character's will to keep fighting. It can be raised or lowered by certain attacks. MP is a character's INTx3.


Charge - Character makes a push or throw attack normally, but can follow the pushed character an equal number of hexes the character is moved to remain adjacent. Characters can use this to move a total number of hexes greater than their move stats. If the ending position would allow the attacker to make a subsequent trap attack, the defender is automatically trapped by the attacker. Cost: 10 DP
Physique (PHY)
Physique represents the character's natural strength and power. PHY controls the damage from most attacks, as well as the accuracy of a few special attacks. It also controls how much abuse the character can absorb before being defeated.


Submission Plus - Character makes a submission hold or sustain normally. It does morale damage equal to its HP damage. Cost: 20 DP
Derived Stat: Health Points (HP)
Health represents the character's ability to take hits. HP is determined by multiplying PHY by 3.


Skill, physique, and move are chosen using a point buy system. Each point of every stat costs 1 point. Opposing teams in Catfight: Tactics should be worth the same number of points.
Speed (SPD)
Speed represents the character's agility and ability to move. SPD controls as well as how quick to react the character is.


Skill and physique control attacks, defenses, and on occasion damage. Move controls the number of AP a character gets per turn, which controls number of hexes moved, allows characters to break status effects, and on occasion can be used to deal extra damage. Move also controls the order characters go in - higher first, ties are broken by coin flip. Characters with equal move speeds can choose to move simultaneously if they are on the same team.
Derived Stat: Action Points (AP)
Action Points are spent on moving and attacking. Characters' turns end when they run out of action points. Characters have a number of AP equal to their SPD stat.
===Moves===
Moves represent all of a character's attacks and abilities.


===Examples===
====Combos====
Chun Li<br/>
Moves are divided into tier 1, tier 2, and tier 3. Moves cost as many points as their tier for a character to purchase. Moves can be placed into the combo tree at the bottom right of the character sheet based on their tier. The lowest square can only be filled with a tier 1 move. The middle row can be only filled with tier two moves, and the highest row can only be filled with tier 3 moves. While characters can use a tier 1 move on their turns whenever they like, they can only access their tier 2 moves by placing them in the combo tree before the fight, scoring a hit against an enemy using their tier 1 move in the combo tree, and then following up with their tier 2 move on the next turn. Tier 3 moves are accessed the same way, but can only be used after the tier 2 move they are connected to. These general rules will be replace by specific instructions in the move descriptions occasionally.
Point Total - 27<br/>
Skill - 9<br/>
Physique - 12<br/>
Move - 6<br/>
HP - 36<br/>
Morale - 10<br/>
Special - Ram<br/>


==Resolving Attacks==
====Reading Move Descriptions====
All attacks have a range of one hex. When attacking, the attacker rolls 2d6 + attacking stat. The defender rolls 2d6 + defending stat - 4 per adjacent ally of the attacker (not counting the attacker). If they tie, repeat.
Move descriptions follow a standard format to make them easier to understand. They begin with a prerequisite, which is a set of standards that must be met before the move can be attempted at all. If the move can be attempted under circumstances that break the general rules, it will be noted here.


If the attacker moves towards the defender in a straight line during the turn of the attack, add the number of hexes moved in a straight line to damage for strikes, and to the attack roll for pushes.
Next is the attack stat. When using a character's move, the player declares an adjacent target, rolls 2d6 and adds the stat listed. If the total is greater than the target's DF, the attack hits. A few attacks always hit; these are labelled automatic in the attack line. This will be covered in more detail in the combat section.


==Status Effects==
If the attack misses, nothing happens. However, if the attack hits, it will usually do the amount of damage listed in the damage line, reducing the target's HP by whatever that number might be. This will usually be one of the attacker's stats.
Prone - Prone characters receive -4 to all attacks and defenses, cannot move until spending 7AP (or a full round, if character has a Move of less than or equal to 7) to stand<br/>
Grabbed - Grabbed characters receive -4 to all attacks, -4 to all defenses, and cannot move. Grabs stack and must be broken separately, either by forcing the grabbing character to move out of range or grabbing the attacker.<br/>
Trapped - Trapped characters receive -4 to all attacks, -4 to all defenses, and cannot move. Characters are no longer trapped once the trapping character moves/is moved away.<br/>
Submission Hold - Characters in submission holds are grabbed and may have the sustain submission hold attack performed upon them.<br/>
Dazed - Dazed characters have no defense, cannot move, are automatically prone, and have no actions available other than rest.<br/>
Defeated - Defeated characters get no defense, cannot move, are automatically prone, and have no actions available.<br/>


==Actions==
Finally, any other effects the move has are noted in the extra line. Unless otherwise noted, all stats here refer to the attacker's stats.
All actions cost the remainder of your APs, minimum of 1. For this reason, it is possible for characters to move either their full move either their full move speeds, or their move speed - 1 and an action. Being prone can prevent slower characters from being able to take actions at all.


===Normal Attacks===
===Creating a Team===
Normal attacks can be performed at any time, except when forbidden by a status effect.
Fill out a character sheet using the previous instructions. Keep creating characters until you have reached the agreed upon total for your game. 80 is a good starting number. You can spread these points among as many or as few legal characters as you like.


Strike - Skill vs skill, target takes attacker skill damage to HP on a hit.
===Move List===
The moves are contained in the image to the right for formatting reasons. They will eventually make it to the final pdf.
[[Image:Moves.png|thumbnail|Click for move list.]]


Push - Physique vs physique, target is pushed directly away from the attacker in a straight line. Target must have at least one hex to move into, or the attack fails. Target moves a number of hexes equal to the degree of success, maxing out at the attacker's physique. On a collision with an obstacle, target takes HP damage equal to number of hexes of movement remaining, and falls prone. On collision with another character,  HP damage equal to number of hexes remaining is split between the two characters (with odd numbers of damage, the remainder goes to the pushed character).
==Combat Sequence==
===Placement===
Determine which player goes first randomly. The players place tokens representing their characters on opposite sides of the board, the first player going first.


Throw - The attacker must be grabbing the defender in order to perform this attack. Attacker physique vs defender physique, on a hit the target is moved a number of hexes equal to the attacker's margin of victory, maxing out at attacker's physique/2. These hexes can be in any direction or combination of directions. This movement can travel over obstacles and characters and never provokes opportunity attacks. The target takes HP damage equal to the target's (not the attacker's) physique and is knocked prone. On a collision with another character the other character also takes HP damage equal to the target's physique, and the target chooses an adjacent hex to land in.
===Combat===
====Character Order====
In order to decide what order characters act in, compare their move scores. Characters with the highest move scores go first. If there are any ties, break them randomly — unless they are between characters on the same team, in which case the controlling player can decide on their turn order. Make a list in order and stick with it for the whole game.


Trap - Defender must be between attacker and a terrain obstacle, physique vs skill, target is trapped. If a trapped character successfully uses this attack on the character trapping it,  the attacker reverses, escaping the trap and trapping the defender. To do this, the character must be in a position where trapping is allowed normally.
====Moving====
Characters can move into any hex not occupied by a terrain feature or another character. Moving costs 1AP. Upon reaching 0AP or fewer, the character's turn ends. Characters regain their AP at the starts of their turns.


Trip - Skill vs skill, target is knocked prone.
====Attacking====
Characters can use their moves on adjacent characters. Using a move takes up whatever number of AP a character has remaining, ending the turn.


Grab - Skill vs skill, target is grabbed. If a character under the grabbed or submission hold effect successfully uses this attack on the character grabbing it, the attacker reverses, escaping the grab or submission hold and grabbing the defender.
When a player declares a move against a target, that player must roll 2d6, add the stat listed under the attack line of the move to the total, and compare it to the target's DF. If the total is greater, the attack is a success, and does damage and any extra effects if listed. If not, it fails. Either way, the character's turn ends.


Slam (ends grab) - Physique vs physique, target takes 2 x attacker physique HP damage on a hit and is knocked prone.
Using moves with no target works in the same way.


Submission - Skill vs skill, target is under the submission hold status effect and takes 1/2 the attacker's physique (round up) in HP damage.
Characters that  run out of HP become Dazed. Characters that go below -9HP become defeated. Characters that run out of MP become Demoralized. See status effects for more on this.


Sustain submission - Target must be under the submission hold effect by the attacker, automatic success. Target takes 1/2 the attacker's physique in HP damage (round up), 1 morale damage, and the submission hold effect continues. Not performing this move ends the submission hold effect automatically.
====Status Effects====
Many moves make reference to status effects as a secondary effect. The standard status effects are listed here.


Drag  - The attacker must be grabbing the defender in order to perform this attack. Physique vs physique, on a hit attacker may move the target a number of hexes up to move/2 (round up), and the attacker may move an additional number of hexes. These moves can be done in any order, or simultaneously, and in any direction, as long as the attacker and the target remain adjacent for all of them. Additionally, the target and the attacker need not move the same number of hexes.
Grappled
Grappled characters receive -4 to all attacks, -4 to all defenses, and cannot move. Grapples stack and must be broken separately, either by forcing the grappling character to move out of range or rendering the attacker Dazed. One character can make multiple grabs, but cannot grab a single enemy multiple times.


===Other Actions===
Prone
Actions here cost a character's AP maximum to perform, and cannot be performed by a character who also moves.
Prone characters receive -4 to all attacks and defenses, and cannot move or attack until spending 7AP (or a full round, if character has fewer than 7 total AP) to stand.


Rest - Auto success, gain 1 HP without exceeding maximum
Dazed
Dazed characters have a DF of 0, cannot move, are automatically prone, and have no actions available unless otherwise specified.


Taunt - Auto success, taunter gains 2 morale. If the taunter is grabbing an enemy, the grabbed enemy loses 5 morale, and then the taunter gains 5 morale instead of 2.
Defeated
Defeated characters have a DF of 0, cannot move, are automatically prone, and have no actions available.


===Special Moves===
Demoralized
During a fight, when a character becomes dazed or defeated for the first time, the other characters on the dazed/defeated character's team each receive a number of desperation points equal to the dazed/defeated character's character points.
Demoralized characters behave completely normally, unless they are capable of moving off of the board on their turn. If this is the case, they do so, exiting the game and not returning.


As the fight continues, characters may spend their DP to perform a special move that they selected at character creation.
Forced Movement
While not a status effect that stays on a character, forced movement is a secondary effect of many attacks with specific rules.


==Moving==
If a character is forced to move into an occupied space, check the number of hexes of forced movement remaining. The character takes damage equal to this number and becomes prone.
Moving one hex costs 1 AP. Because of this, characters can move a number of hexes equal to their move speed on a turn if they don't attack, or a number of hexes equal to their move speed - 1 if they do.


Characters who, on one turn -  move adjacent to an enemy character, then move away from that character - incur an opportunity attack from this character. This attack can be a grab, trip, push, or submission hold. This is a little bit complicated, so here are some examples.
===Win Conditions===
 
One side wins when all opposing characters are either defeated or removed from the board.
[[file:Aooexamplea.png‎|example A]] [[file:Aooexampleb.png‎|example B]]
 
Example A provokes an attack of opportunity, while example B does not.
 
Movement from a push or throw may trigger an attack of opportunity, but the attacking of opportunity counts as that unit's attack for the round.
 
==Winning==
Characters are dazed when their HP falls to 0 or below. Dazed status ends when the dazed character's HP is 1 or greater. Characters are defeated upon taking morale damage while dazed, taking HP damage while at morale of 0 or below, or simply dropping below negative max HP.
 
A team wins when all enemies are defeated, or all enemies are dazed and all allies have morale above 20.
 
==Locations for Testing==
The Official Really Good [http://www.rptools.net/index.php?page=downloads MapTool] Server of Catfight: Tactics is named "broads wrasslin" and "yougay" is it's password. It is currently absolutely one hundred percent broken but will probably return in January when I switch routers.
 
The Google Wave for Catfight: Tactics can be found by searching with:public:catfighttactics. Post there and someone will put you in the game waves.
 
[[category:Homebrew_Settings]][[Category:Wargames]]

Revision as of 05:48, 10 November 2010

Catfight Tactics

Catfight Tactics is a game of catfights and tactics tentatively set in an Escape from New York style women's prison located on a post-icecap-melt Florida Island.

Character Creation

Character Sheet

Click for character sheet.

Stats

Stats represent a character's basic capabilities. The four main stats — Skill, Intellect, Physique, and Speed — are purchased directly with points. They default to 0, but must be raised to at least 1 for a character to be legal. Increasing a stat costs 2 points. For example, giving a character a SKI of 3 costs 6, and giving a different character a SKI of 9 costs 18. The derived stats are secondary. They are not directly purchased by the player, but instead each based on a different main stat..

Skill (SKI) Skill represents a character's ability to fight. In the game, the accuracy of most attacks is based on skill.

Derived Stat: Defense (DF) Defense represents a character's ability to avoid being hit. DF is a characters SKI+6.

Intellect (INT) Intellect represent's the character's mental abilities. High gives characters a few secondary bonuses to certain attacks.

Derived Stat: Morale Points (MP) Morale represents a character's will to keep fighting. It can be raised or lowered by certain attacks. MP is a character's INTx3.

Physique (PHY) Physique represents the character's natural strength and power. PHY controls the damage from most attacks, as well as the accuracy of a few special attacks. It also controls how much abuse the character can absorb before being defeated.

Derived Stat: Health Points (HP) Health represents the character's ability to take hits. HP is determined by multiplying PHY by 3.

Speed (SPD) Speed represents the character's agility and ability to move. SPD controls as well as how quick to react the character is.

Derived Stat: Action Points (AP) Action Points are spent on moving and attacking. Characters' turns end when they run out of action points. Characters have a number of AP equal to their SPD stat.

Moves

Moves represent all of a character's attacks and abilities.

Combos

Moves are divided into tier 1, tier 2, and tier 3. Moves cost as many points as their tier for a character to purchase. Moves can be placed into the combo tree at the bottom right of the character sheet based on their tier. The lowest square can only be filled with a tier 1 move. The middle row can be only filled with tier two moves, and the highest row can only be filled with tier 3 moves. While characters can use a tier 1 move on their turns whenever they like, they can only access their tier 2 moves by placing them in the combo tree before the fight, scoring a hit against an enemy using their tier 1 move in the combo tree, and then following up with their tier 2 move on the next turn. Tier 3 moves are accessed the same way, but can only be used after the tier 2 move they are connected to. These general rules will be replace by specific instructions in the move descriptions occasionally.

Reading Move Descriptions

Move descriptions follow a standard format to make them easier to understand. They begin with a prerequisite, which is a set of standards that must be met before the move can be attempted at all. If the move can be attempted under circumstances that break the general rules, it will be noted here.

Next is the attack stat. When using a character's move, the player declares an adjacent target, rolls 2d6 and adds the stat listed. If the total is greater than the target's DF, the attack hits. A few attacks always hit; these are labelled automatic in the attack line. This will be covered in more detail in the combat section.

If the attack misses, nothing happens. However, if the attack hits, it will usually do the amount of damage listed in the damage line, reducing the target's HP by whatever that number might be. This will usually be one of the attacker's stats.

Finally, any other effects the move has are noted in the extra line. Unless otherwise noted, all stats here refer to the attacker's stats.

Creating a Team

Fill out a character sheet using the previous instructions. Keep creating characters until you have reached the agreed upon total for your game. 80 is a good starting number. You can spread these points among as many or as few legal characters as you like.

Move List

The moves are contained in the image to the right for formatting reasons. They will eventually make it to the final pdf.

Click for move list.

Combat Sequence

Placement

Determine which player goes first randomly. The players place tokens representing their characters on opposite sides of the board, the first player going first.

Combat

Character Order

In order to decide what order characters act in, compare their move scores. Characters with the highest move scores go first. If there are any ties, break them randomly — unless they are between characters on the same team, in which case the controlling player can decide on their turn order. Make a list in order and stick with it for the whole game.

Moving

Characters can move into any hex not occupied by a terrain feature or another character. Moving costs 1AP. Upon reaching 0AP or fewer, the character's turn ends. Characters regain their AP at the starts of their turns.

Attacking

Characters can use their moves on adjacent characters. Using a move takes up whatever number of AP a character has remaining, ending the turn.

When a player declares a move against a target, that player must roll 2d6, add the stat listed under the attack line of the move to the total, and compare it to the target's DF. If the total is greater, the attack is a success, and does damage and any extra effects if listed. If not, it fails. Either way, the character's turn ends.

Using moves with no target works in the same way.

Characters that run out of HP become Dazed. Characters that go below -9HP become defeated. Characters that run out of MP become Demoralized. See status effects for more on this.

Status Effects

Many moves make reference to status effects as a secondary effect. The standard status effects are listed here.

Grappled Grappled characters receive -4 to all attacks, -4 to all defenses, and cannot move. Grapples stack and must be broken separately, either by forcing the grappling character to move out of range or rendering the attacker Dazed. One character can make multiple grabs, but cannot grab a single enemy multiple times.

Prone Prone characters receive -4 to all attacks and defenses, and cannot move or attack until spending 7AP (or a full round, if character has fewer than 7 total AP) to stand.

Dazed Dazed characters have a DF of 0, cannot move, are automatically prone, and have no actions available unless otherwise specified.

Defeated Defeated characters have a DF of 0, cannot move, are automatically prone, and have no actions available.

Demoralized Demoralized characters behave completely normally, unless they are capable of moving off of the board on their turn. If this is the case, they do so, exiting the game and not returning.

Forced Movement While not a status effect that stays on a character, forced movement is a secondary effect of many attacks with specific rules.

If a character is forced to move into an occupied space, check the number of hexes of forced movement remaining. The character takes damage equal to this number and becomes prone.

Win Conditions

One side wins when all opposing characters are either defeated or removed from the board.