I have decided that I would make a battle strategy game. So, the game will be 2-4 players. Those players would be leaders of the 3 groups and a hive mind of the monsters. The groups are: The Depth, a technologically advanced society. The Scavengers, masters of improvisation and bombarding. The Serphicis, a hive minded swarm of destructive ability. The hive mind is an optional faction that controls the monsters and their abilities are the monster's ability and ambushing.
The Depth
Notes Section
Credits: 400
Military Units: SLV
Population: 400
Buildings: Military Base
Traits
Technology: 1 - Able to invent and construct more advanced weaponry
The Scavengers
Notes Section
Poker Chips: 400
Military Units: Arc Scout
Population: 400
Buildings: Encampment
Traits
Inventiveness: 1 - less chips used when inventing or constructing
The Serphicis
Notes Section
Spare Parts: 400
Military Units: Small Swarm
Population: 400
Building: Archives
1: Movement is done with agility of your unit.
2: All skirmishes will be settled with two simple rolls of might, of the units, but if someone has taken the time to sneak up and ambush their roll will be multiplied by 1.5.
3: You must keep close management of your resources and status of your buildings/structures.
4: Your population increases at the end of every round, how much is determined by a wisdom roll.
5: Rounds are after the completion of everyone's turn.
6: Everyone's invention results and construction results are relayed after the round is over, and in a pm.
7: If one of your units are in another's third you can roll their wisdom to see what they have been doing, this will be in a pm.
8: Events will occasionally happen, and these will effect all of The Sprawl.
9: If any of your units are vehicles you can load up to 2 units into them for faster transport.
The Depth's Units
Arc Legionnaire: Health 2, Might 2, Agility 1, Wisdom 1
SLV: Health 3, Might 1, Agility 3, Wisdom 1
Demolition Specialist: Health 3, Might 2, Agility 1, Wisdom 2
Aeronaut Hire-on: Health 4, Might 3, Agility 4, Wisdom 3
The Scavenger's Units
Arc Scout: Health 1, Might 1, Agility 5, Wisdom 1
Rocketeer: Health 1, Might 5, Agility 2, Wisdom 1
Chopper-cycle: Health 3, Might 2, Agility 2, Wisdom 1
Almost Merger: Takes traits of the things it kills/treads upon, Health 1, Might 1, Agility 4, Wisdom 2
The Serphicis' Units
Small Swarm: Health 3, Might 1, Agility 2, Wisdom 2
Seer: Health 1, Might 1, Agility 1, Wisdom 5
Librarian: Health 3, Might 2, Agility 2, Wisdom 2
Sovereign: Health 3, Might 4, Agility 4, Wisdom 3
The Hive's Monsters
Death Walker: Health 2, Might 3, Agility 2, Wisdom 1
Shifting Merger: Health 2, Might 3, Agility 2, Wisdom 2
Mantis Incarnate: Health 3, Might 3, Agility 2, Wisdom 2
Lycan of Sprawl: Health 4, Might 2, Agility 3, Wisdom 2
Concept
I have decided that I would make a battle strategy game. So, the game will be 2-4 players. Those players would be leaders of the 3 groups and a hive mind of the monsters. The groups are: The Depth, a technologically advanced society. The Scavengers, masters of improvisation and bombarding. The Serphicis, a hive minded swarm of destructive ability. The hive mind is an optional faction that controls the monsters and their abilities are the monster's ability and ambushing.The Depth
Notes Section
Credits: 400Military Units: SLV
Population: 400
Buildings: Military Base
Traits
Technology: 1 - Able to invent and construct more advanced weaponryThe Scavengers
Notes Section
Poker Chips: 400Military Units: Arc Scout
Population: 400
Buildings: Encampment
Traits
Inventiveness: 1 - less chips used when inventing or constructingThe Serphicis
Notes Section
Spare Parts: 400Military Units: Small Swarm
Population: 400
Building: Archives
Traits
Hivemind: 1 - bonus to swarming and setting firesHivemind
Notes Section
Mental Strength: 400Military Units: Mantis Incarnate
Population: 400
Structures: Nest
Traits
True Hive: 1 - taking of monsters and ambushingRules
1: Movement is done with agility of your unit.2: All skirmishes will be settled with two simple rolls of might, of the units, but if someone has taken the time to sneak up and ambush their roll will be multiplied by 1.5.
3: You must keep close management of your resources and status of your buildings/structures.
4: Your population increases at the end of every round, how much is determined by a wisdom roll.
5: Rounds are after the completion of everyone's turn.
6: Everyone's invention results and construction results are relayed after the round is over, and in a pm.
7: If one of your units are in another's third you can roll their wisdom to see what they have been doing, this will be in a pm.
8: Events will occasionally happen, and these will effect all of The Sprawl.
9: If any of your units are vehicles you can load up to 2 units into them for faster transport.
The Depth's Units
Arc Legionnaire: Health 2, Might 2, Agility 1, Wisdom 1SLV: Health 3, Might 1, Agility 3, Wisdom 1
Demolition Specialist: Health 3, Might 2, Agility 1, Wisdom 2
Aeronaut Hire-on: Health 4, Might 3, Agility 4, Wisdom 3
The Scavenger's Units
Arc Scout: Health 1, Might 1, Agility 5, Wisdom 1Rocketeer: Health 1, Might 5, Agility 2, Wisdom 1
Chopper-cycle: Health 3, Might 2, Agility 2, Wisdom 1
Almost Merger: Takes traits of the things it kills/treads upon, Health 1, Might 1, Agility 4, Wisdom 2
The Serphicis' Units
Small Swarm: Health 3, Might 1, Agility 2, Wisdom 2Seer: Health 1, Might 1, Agility 1, Wisdom 5
Librarian: Health 3, Might 2, Agility 2, Wisdom 2
Sovereign: Health 3, Might 4, Agility 4, Wisdom 3
The Hive's Monsters
Death Walker: Health 2, Might 3, Agility 2, Wisdom 1Shifting Merger: Health 2, Might 3, Agility 2, Wisdom 2
Mantis Incarnate: Health 3, Might 3, Agility 2, Wisdom 2
Lycan of Sprawl: Health 4, Might 2, Agility 3, Wisdom 2