Warmunchies: Difference between revisions
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This model has Hover. This model can be placed anywhere on the playing field at the start of your first turn. At the start of your next turn, remove it from the field. At the start of the following turn, put it anywhere on the field, repeating this cycle for the rest of the game. However, for each die of damage taken, the squad loses +1 die (This is cumulative with Fly) | This model has Hover. This model can be placed anywhere on the playing field at the start of your first turn. At the start of your next turn, remove it from the field. At the start of the following turn, put it anywhere on the field, repeating this cycle for the rest of the game. However, for each die of damage taken, the squad loses +1 die (This is cumulative with Fly) | ||
==Carrier=== | ===Carrier=== | ||
This unit can transport up to half it's weight in grams of other models. Carried units cannot be assaulted, and cannot shoot out or be shot at. A unit may enter the carrier or exit the carrier during the movement phase. If they charge out of the carrier, they only charge 6". | This unit can transport up to half it's weight in grams of other models. Carried units cannot be assaulted, and cannot shoot out or be shot at. A unit may enter the carrier or exit the carrier during the movement phase. If they charge out of the carrier, they only charge 6". | ||
Revision as of 06:51, 9 July 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?
- Keep core rules simple, with various optional stuff to spice things up. (Literally? Cinnamon could be a game-changer.)
- Unit cost is determined by price, not calorie count?
Main battle rules
Each model has a # of dice equal to their weight in grams. If you have >50g in mass (Superheavy units like gummit megaworms, santa titans, or fruit motherpieships), subdivide the unit into sections of 50 g each, with a leftover bit of the remaining grams. Each section acts as a seperate unit for shooting/melee (Each can pick different targets, be targeted seperately, roll their own dice, etc), but they all move together.
Overall army can only be made of X grams total.
Turns go move-shoot-assault.
Attacking for Shooting/Melee
When attacking, roll a # of dice equal to your dice (Melee is enemies <6" away. Ranged means you can hit an enemy 6" further away with a -1 die penalty per 6"), and enemy rolls dice equal to their model's dice.
Compare highest to highest. For each one greater than the enemy, they take 1 damage. Per damage they've taken, they roll 1 less die when attacking or defending. If a model ever hits 0 dice, they die and are removed. Damage is resolved against the whole squad of identical models.
Movement
Each unit can move 6". If they don't shoot, they can move another 6" but may not use this to move into/out of/over terrain. If a unit that is not in the same terrain attacks one that is, they suffer -1 die (Min 1) to their attacks if they move into that terrain or over any other terrain. A unit can charge another unit that is within 12".
Terrain is fast food, such as burger hills, fry fences, hash brown swamps, McDonald pancake lakes, etc.
Assault
If all the enemy units are not destroyed, the enemy unit may then attack back in a similar method and stay locked in combat for next turn, or they may choose to flee. If they flee, they may immediately move 12" away but your unit may make another round of attacks against them.
Vehicles
Vehicles can be made from multiple appropriate pieces. Simply keep track of each piece, and they act as separate models for shooting/assault, but they all move together and gain the benefits/penalties of any movement-related special abilities.
Special Rules
Examples of models for the different factions and their appropriate special rules are stated later. Other than that, use your imagination.
Aircraft
This model has Hover. This model can be placed anywhere on the playing field at the start of your first turn. At the start of your next turn, remove it from the field. At the start of the following turn, put it anywhere on the field, repeating this cycle for the rest of the game. However, for each die of damage taken, the squad loses +1 die (This is cumulative with Fly)
Carrier
This unit can transport up to half it's weight in grams of other models. Carried units cannot be assaulted, and cannot shoot out or be shot at. A unit may enter the carrier or exit the carrier during the movement phase. If they charge out of the carrier, they only charge 6".
Dreaded Dust
Enemies attacking them in melee get -1 die (Min 1)
Fruit-filled
If this unit is destroyed in melee, each enemy in melee with it suffers a single die attack vs their defense.
Hover
This unit ignores penalties for moving over terrain. However, for each die of damage taken, the squad loses +1 die.
Lite
Mandatory for models that are of .5g or less. This model still gets 1 die, but for each damage taken, the squad loses +1 die.
Open-Air
This model has Carrier. Carried units can shoot out but can also be shot at. If the carrier is destroyed, all carried models suffer a single dice attack (Roll vs Def as normal)
Sour
This model has Dreaded Dust. This model may reroll 1 of it's dice in melee combat.
Stack
The entire group of models in the unit can be stacked vertically. If the stack charges an enemy unit, half of all the models in the stack may attack
Swarm
Simply move the swarm as a single blob no more than 6" across. It has dice equal to the total weight, and is only removed when the dice are all removed.
Faction rules
Gummy Empire
Flexible
(All models) Any unit can either gain reroll of 1 die in melee but -1 die in shooting (Can bring them to 0 shooting dice) or reroll 1 die in shooting, but -1 die in melee (Can bring them to 0 melee dice).
Defensive Line
This model may not attack, move, or be attacked. It is folded into a V and set up on the battlefield. This model counts as terrain.
Worm
If this model takes damage but is not removed, you may split it in half into 2 models. Each one has half of the parent unit's original dice (Rounded up). Halved worms may not be halved again.
Confection Confederation
(non-chocolate/gummy sweets)
Crunchy
(All models) If a model elects to use this rule at the start of the game, they can reroll 1 Defense die but get -1 shooting die.
Taffy
A unit in melee with this unit cannot elect to make an Escape move.
Caramel
This model has Taffy. Any enemies within 6" cannot move.
Chip Canyon Mercenaries
Puffed Bravado
(All models) This unit may give up use of 1 of it's dice in order to ignore terrain for this turn. It may not use it for melee or shooting, but may use it for defense as normal.
Fun don't Stop
For every 2 of these models removed in a single turn, place a new one of these models in contact with your table edge. However, for each die of damage taken, the squad loses +1 die
Pretzel
This unit may reroll 1 def die per turn, but cannot Run.
Chocolate Kingdoms
Melty
(All models) If the unit suffers damage, it may reduce the damage by 1 but forfeits the ability to move next turn.
Breakaway
If this model takes damage but is not removed, you may split it into a number of models equal to it's sections. Each new model has half of the parent unit's original dice (Rounded up). Sectioned models may not be sectioned again.
Hollow
This unit ignores 1 damage per turn, but gets 1 less Defense die (min 1).
Island of Cookies
Tough
(All models) This model gets -1 defense die (min 1), but ignores 1 damage from any successful attack
Chemical Composition
This unit has "Fruit"-filled. The Fruit-Filled ability applies to all enemies within 6" when the model is destroyed, not just those in melee.
Chocolate Coating
This unit ignores the first point of damage each turn.
Dietary Rebellion
Organic
(All models) Any model may double their gram-based dice values at the start and for the rest of the game, but cost double the value in grams as well.
Tofu
This unit ignores 1 damage per turn and gets 1 more Defense die, but suffers -1 shooting and melee dice (Min 1).
Energy-Filled
This unit may roll 2x it's normal number of dice for attacks or shooting, but suffers 1 damage at the end of the turn (Cannot use if only 1 die remaining)
Faction Model Examples
Gummy Empire
Gummy Bear: No special rules. The first. The original. The Trooper. Gummy Worm: Worm. Possibly Sour or Hover (Burrow). Gummy Megaworm: Worm, Carrier. Possibly Hover (Burrow). Gummy Frog: Swarm. Gummiburst: Fruit-filled.
Confection Confederation
Jawbreaker, Lollipop, Peppermint: No special rules. Boston baked beans, Tictacs: Swarm. Saltwater taffy, LaffyTaffy: Taffy. Caramel, Caramel apple: Caramel.
Chip Canyon Mercenaries
Doritos, tortilla chips: No special rules. Pringles: Fun Don't Stop, Stack. Cheetos: Deadly Dust. Pretzels, Pretzel sticks: Pretzel.
Chocolate Kingdoms
Chocolate coin, Advent calendar chocolate: No special rules. Chocolate Cherry: Fruit-Filled Chocolate Santa or Chocolate rabbit or Egg: Possibly Hollow Hershey Bar: Sectioned, Carrier. Whitman sampler: ??????
Island of Cookies
Oreo, Nilla Wafer, Chocolate Chip: No special rules. Chocolate-coated Oreo: Chocolate Coating. Pie (Full-sized): Fruit Filled, carrier. Poptart: Fruit-filled. Pie (Snack-size): Fruit-filled, Chemical composition.
Dietary Rebellion
Baby Carrot: No special rules. Tofu Block: Tofu (Duh). Energy Bar: Energy-filled, Carrier.
Skirmish/Lite rules
Serving size=squad size. You get a 10% discount if you purchase a whole serving for your army. All other values are divided by # of appropriate gummys or individual pieces 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
Lite Spells
Roll d6s equal to trans fat, and attempt to roll under the % daily. 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. Any % > 5 means auto-success on anything but 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.