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Warmonger

sumdonkas May '17  /  edited Dec '17
Special thanks to Pyrak and Honigdachs for helping me make this game.

Introduction
Warmonger is a unit base game where you play as your army's leader the "Champion" and lead up to three other Units (unless otherwise specified) to battle or to complete objectives. There are several different objectives and thus different ways to win, not necessarily strictly through combat.

The land of Aram is wild, untamed and on the brink of war. You must lead your civilization to the future, against enemies, and the hostile forces as you colonize the continent.

CC
Your character is your civilization's leader and is classified as Champion on the board.

=Description=
Name: (Character's Full Name)
Race: (Whatever race your leader is/whatever races your civilisation has)
Civilization: (Civilization's name)
Champion's Ability:(Your Champion's unique Ability, Champion's ability is passive)
Bio:

Lore:

Units: (You can put what each unit looks like here)

=Traits, Life & Power=
Your Champion's Traits, 7 Main Traits, 2 Bonus Traits (Can be custom)

All Champions start with 10 Life and 6 Power

=Notes=
Units You may make up to three Unit types, further details on the Units will be covered in a later section. The Units can be anything, and look like whatever)
(Insert Unit name here)
(Unit Type)
Might:
Agility:
Wisdom:
Movement:
Ability:

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Resources
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-
-
-

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Fortresses
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-

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Alliances
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UNITS
-Each player gets three unit types.
-Each unit may have a unique ability
-Each unit has 9 points to spend in might, agility, wisdom, and movement (each stat max is 4).

There are three Unit Types, Melee, Ranged, & Support. When facing off another unit, if it's not of the same type either the attacker or defender gets a bonus die to their roll Melee>Support>Ranged>Melee (for example if a Melee unit attacked a Ranged unit, the Ranged unit would get a bonus die to their defense roll).

A Unit's Might determines how many dice they roll to attack and block with.
Their Agility determines their attack range.
Their Wisdom is used for ability rolls.
And Movement determines have far they can move in one move.

A unit's ability is something the unit may trigger without using an action once per a round or when the ability can be triggered based upon an action (like moving, getting attacked, attacking, an enemy moving nearby etc.). Thses abilites are based on wisdom rolls and should have a stackable effect should you get two or more stars.

When producing a unit, if you roll a moon the unit becomes tagged as an Elite unit, Elite units get a +1 to the results when rolling for their ability (essentially they get a free PP occurance).

TURNS
On your turn, your Champion do up to two Actions and each of your Units can make one Action.

CHAMPION Actions
- Move then Attack (May be done by Champion once per a round)
- Build a Fortress
- Train a Unit
- Scout Location
- Meditation
- Give an Order

UNIT Actions
- Move then Attack
- Execute an Order

Moving then Attacking: A Unit moves up to their Movment value, and then may attack one enemy within their attack range. A Champion moves up to their Agility Trait value and attack an enemy with any one of their Main Traits (and any apropriate Bonus Traits & the enemy has to block with the same Main Trait), their range is equal to their Agility trait.

Building a Fortress: The Champion may build a fortress on the tile they are on, should they have everything they need to build it ( Fortresses will be covered later).

Training a Unit: Your Champion may roll to create a Unit corrasponding to the Main Trait they roll with (Might: Melee, Agility: Ranged, Wisdom: Support). Units spawn on a tile you or an ally control (either a Fortress or your starting area) of your choice.

Scout Location: Your Champion may roll to explore a tile and more likely than not find something. It can be based on any of the Main Traits, and what ever you find there will give bonuses based on that Main Trait. Whatever it is the item goes into your Resources where you can research it at any time for XP or use it for building a Fortress.

Meditation: Your Champion rolls Wisdom and recovers Power equal to the stars rolled.

Give an Order: Your Champion spends an action ordering one of your units to make an Action other than "Move then Attack" and then they spend their Action doing whatever they were told to do.

RESOURCES
These can either be used as a temporary boost to one roll or used in a Fortress for a permanent roll bonus to one Main Trait type for any unit located inside the Fortress. They can't go above a +3 (when Scouting, any amount of stars above 3 are converted to Research).

You may

FORTRESSES
A Fortress is an extension of one's territory and priceless in terms of strategic value.

Building a Fortress costs 1 Resource and 5XP +5XP for each Fortress you control.

Fortresses give a boost to the Unit & Champion inside in one Trait equal to the bonus the Resource used in the Fortress's making.

XP: Gain and Spending

+25XP for defeating a Champion
+5XP from killing a Unit
+5XP from taking a Fortress
+2XP per star from Research.

You also spend or lose Xp
- You may spend 15XP to upgrade a Champion’s Traits.
- building Fortresses 5xp X the number of fortresses you have (including the one you have)
- It can be used as currency between players and trade or forge alliances

ALLIANCES
- you can offer alliances
- people in an alliance can trade items and move troops between each other�s fortresses
- alliances terms are up to those involved
- after 5 rounds, the alliance ends but may be restarted
- the GM�s character cannot accept alliances but NPC�s can
tourneyguy May '17
We were talking about the range of attacks of the units earlier and you said 6 tiles! regardless of whether they were axe throwers or an artillery!

Figured the way to balance that is to maybe adjust the range to be inversely proportionate to the AGI stat. For example, these native axe throwers have an Agi of 4 but only a range of 2. Likewise, a catapult with an Agi of 1 has a range of 5!

Not sure if this is a good idea but let me know what you think of it.

Thanks
sumdonkas May '17
@torneyguy thanks, I think I figured out what to do
sumdonkas May '17
Rule updates:

-tweaked stat mechanic
-added caps
-changed research and production mechanics
sumdonkas May '17
Rules updated again
pyrak May '17
The Warmonger gets +1 to each trait for each opponent beyond the first.
honigdachs Jan '18
===NPC Group===
Catfolk Tribe:
The Catfolk are a tribe of hunters. Because of their narrowed goal, their fighting style is comprised of attacking from blind spots or from afar. They use camouflage to evade attacks over using it for attacks which allows them to conduct hit and runs on large herds be they herbivores or voracious carnivores. Magic however is a minor development, at most giving supportive healing to returning warriors. Their technology relies on steel weapons such as spears and wooden long bows for ranged attacks, camouflage is usually in the form of gillie-like mounds or pitfalls that can be closed immediately behind by the occupant that are sturdy enough to survive a single assault should it be discovered.

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