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Three Fates Games: WARFORGED Characters

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Three Fates Games
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Hey everybody! We are an up and coming gaming company (hopefully) and here are the first six and basic rules for our game WARFORGED. If you have any Questions when you're done reading feel free to respond to this post or email us at threefatesgames@gmail.com. Thanks everyone! And here they are:

Hey everyone! Here are the first six classes to WARFORGED! In all of their glorious detail!!

Copyright Sam Boyer, Alex Holly, Patrick Schoof 2012
Under no circumstances may the information contained herein be shared, reproduced, or otherwise replicated without the express permission of Sam Boyer, Alex Holly, and Patrick Schoof.
Classes and Army Building

Each player has 200 points to build their army using 6 unique classes of soldier. Each class has a base cost to purchase, and additional points can be spent to increase the unit’s power and gain useful abilities.

When you purchase a unit, that unit’s statistics (health, attack, defense) start at level 0. To increase the level of a statistic, simply pay the difference in the new level’s values from the old level’s value (So for a knight to reach level 1 health, a change from 15 to 19, it would cost 4 points. To go to level 2 health, it would cost 3 points because the change is from 19 to 22).
Abilities cost the listed amount, and some abilities can be upgraded for a further fee. The letter to the right of the class’s name and base cost represents its default gender; gender has no game effect.

Note that any abilities that provide a bonus to a statistic override a unit’s normal stat caps. All bonuses that have different ability names stack with one-another. If a unit is somehow affected by multiple instances of the same named stat increase, take only the highest modification.

A few notes about the rules of the game (complete rules to be distributed soon):
1) This game takes place in 90 degree angles only: no diagonal attacks or movement is allowed.
2) Combat takes place in “rounds”. Every round both players may give each unit in his or her army one “turn”. Once a unit has taken its turn, it cannot do anything else that round. On a unit’s turn, it may first move up to its “speed” in squares, and then perform an attack, or use an ability that replaces attacks. A unit MUST either move or decline to move before attacking: it may not change the order.
3) Rounds are conducted in phases. There are three phases: calculation of speed and establishment of turn order for the round (the player with the army with highest speed chooses who takes the first turn that round); combat (players alternate moving one unit at a time until all units have taken a turn: if a player still has units that have not taken a turn after their opponent has moved all of their units, the player with extra units may then move his or her remaining units, one at a time, until every unit has taken a turn); and finally clean up (resolve all afflictions and status effects during the clean up phase, such as poison, unless an ability specifically notes to do otherwise).
4) The “back attack modifier” is normally 1.5 times the value of a unit’s attack, rounded down. So, if a knight with level 2 attack (22 attack) attacked an enemy in the back, the knight’s attack would effectively be 33 (22 times 1.5=33)
5) A unit’s “Speed” affects two aspects of the game. The first is that a unit’s speed is the number of squares it may move on its turn. The second is that the sum of your entire army’s speed values is your army’s “speed rating”. The army with the highest speed rating may choose whether or not to go first at the start of each combat round. As units are defeated and removed from play, their army’s speed rating decreases by the defeated unit’s speed (so if an army with 30 speed loses a unit that had 5 speed, the new speed of the army will be 25)
6) When a unit makes an attack, compare the attacking unit’s attack value to the defending unit’s defense. Subtract the difference of attack-defense to the defending unit’s health (so if a unit with 10 defense is attacked by a unit with 20 attack, the damage the defender would take is 10). When a unit is reduced to 0 health, it is removed from play. Whenever a unit attacks another unit, the defender always takes at least 1 point of damage, regardless of how high their defense is, or how low the opponent’s attack is: this is called the “minimum damage.”
The first player to reduce all of his opponent's units to 0 health wins!

Knight: 8 pnts F
Health: Lvl 0: 15; 1:19; 2: 22; 3: 25
Attack: Lvl 0: 5; 1: 10; 2: 15; 3: 19; 4: 22
Defense: Lvl 0: 10; 1: 14; 2: 18; 3: 22
SPD 4
Unlimited potential. Cost: varies. This ability allows the knight to gain additional levels of statistics for her health, attack, and defense. These additional levels are more expensive than normal to acquire, but give the knight superior fundamental power.
Health: Level 4: 30 (costs 7 points); Level 5: 35 (costs 8 points); Level 6: 40 (costs 10 points)
Attack: Level 5: 26 (costs 6 points); Level 6: 30 (costs 8 points); Level 7: 35 (costs 11 points)
Defense: Level 4: 26 (costs 6 points); Level 5: 30 (costs 10 points)
Guard. Cost: 4 points. A knight with this ability can choose, instead of performing any other actions or moving, halve the damage that enemy attacks and abilities inflict to her that turn. Apply this halving effect after calculating total damage; the minimum damage rule still applies. This ability applies to all physical and magical types of damage, but has no effect on affliction damage. While guarding, the knight cannot regenerate HP with the regeneration ability and is immune to the back-attack bonus or any abilities that trigger on back attacks.
Block Movement. Cost: 7 points. A knight with this ability can prevent enemies from moving past her. Enemies cannot step directly through any squares adjacent to the knight. If an enemy wishes to move to a square adjacent to the knight without going through it (to attack the knight, for example,) the player controlling the enemy must declare this intention before moving his or her unit. a player cannot move through a square adjacent to the knight in order to stop in a square adjacent to the knight (to take the knight’s back, for example). (change to read only enemies moving past the knight’s front, not their back) (leap avoids)
Regeneration. Cost: 5 points. If a knight has regeneration, she recovers 1 point of health during the clean up phase, after resolving any affliction damage.
Shield. Cost: 10 points. A knight equipped with a shield is not affected by any ranged physical attack coming to the knight’s front. The attack may still be declared, but no damage is dealt and no effects from abilities such as poison are calculated. If the ability normally targets multiple units in a straight row, all units directly behind the knight are also unaffected by those attacks. This ability does not prevent directly targeting and affecting units behind the knight.
Sunder. Cost: 7 points. With a crafty feint the knight makes a calculated strike against the opponent’s weapon or armor. To make a sunder attack, the knight must be adjacent to the target enemy. Instead of taking damage, that enemy loses either 5 ATK or 5 DEF for its next two orders.

Archer: 4 points M
Health: Lvl 0: 5; 1:10; 2: 15
Attack: Lvl 0: 3; 1: 8; 2: 12 3: 16; 4: 20
Defense: Lvl 0: 3; 1: 7; 2: 10
SPD 5
NOTE: all archers may attack from a distance of 1-2 squares.
Abilities:
Flight Arrows. Cost: 3 for +1 range. Can be taken twice. This ability grants +1 square to the archer’s attack range.
Poison. Cost: 5. Whenever an archer with poison deals damage to an enemy, that enemy is poisoned and takes 5 points of affliction damage during the resolution phase. Multiple doses of poison from any unit do not stack with one-another.
Swift. Cost: 3 for +1 speed. Can be taken twice. This ability grants +1 to the archer’s speed, increasing both its movement range and its contribution to the army’s speed rating.
Sure Footed. Cost: 3. This unit ignores the movement penalties imposed by rough terrain and mountains.
Hit and Run. Cost: 8. This unit may choose to attack and then move on its turn, rather than move and then attack.
Rapidshot. Cost: 12. This archer may make two attacks during its attack phase. The additional attack may be against the same target or against a different target. Apply defense separately to each attack. This ability may not be combined with any other ability that provides additional attacks.

Wizard-6 points M
Health LVL 0:5 1:8 2:10
Attack LVL 0:1 1:6 2:11 3:15
Defence LVL 0:3 1:6 2:8
SPD 4
Abilities:
(NOTE: ALL WIZARD SPELLS INFLICT MAGICAL DAMAGE)
(NOTE: each level of wizard spells has a certain area of effect. Level 1 spells affect a single adjacent unit. Level 2 spells affect one unit 1-2 squares away and 1 unit adjacent to the target. Level 3 spells affect one unit 1-3 squares away and 2 units adjacent to the target. Level 4 spells affect one unit 1-4 squares away and 3 units adjacent to the target. Level 5 spells affect one unit 1-5 squares away and all units adjacent to the target. A wizard cannot lower the number of affected units.
(NOTE: All spells affect enemies and allies alike, including the wizard who cast them)
Fire/Poison. Cost: level 1, 5 pnts; level 2, 5 pnts; lvl 3, 6; lvl 4, 6 pnts; lvl5, 8 pnts. The wizard summons fire to burn his foes. Fire spells deal their level in magical damage to foes in the effective range of the spell. In addition, the fire inflicts a burn affliction on all affected targets, dealing 5 affliction damage to them during the clean up phase. As poison, all as above but poison ability.
Ice. Cost: level 1, 5 pnts; level 2, 5 pnts; lvl 3, 6; lvl 4, 6 pnts; lvl5, 8 pnts. The wizard summons a freezing blizzard to inflict a deadly chill. Ice spells deal their level in damage to foes in the effective range of the spell. In addition, the ice causes foes to become stiff with cold, losing 2 squares of movement speed for their next order. Ice may be used to freeze water and turn it into regular terrain.
Lightning. Cost: level 1, 5 pnts; level 2, 5 pnts; lvl 3, 6; lvl 4, 6 pnts; lvl5, 8 pnts. The wizard summons lightning to smite his foes. Lightning spells deal their level in damage to foes in the effective range of the spell. In addition, the lightning wreaks havoc on enemy’s nerves and muscles, leaving them weakened. Lightning spells inflict a five point penalty to affected enemy’s attack. Finally, enemies standing in water take double damage.
Healing. Cost: level 1, 4 pnts; level 2, 4 pnts; lvl 3, 5; lvl 4, 5 pnts; lvl5, 7 pnts. The wizard channels arcane energy to heal wounds. Healing spells recover a number of hit points equal to their level to affected units. In addition, any poison or burn issues the units may be suffering from is removed.
Drain Life. Cost: level 1, 5 pnts; level 2, 5 pnts; lvl 3, 6; lvl 4, 6 pnts; lvl5, 8 pnts. Using forbidden necromancy the wizard sucks the lifeforce from his foes to recover and boost his own. Drain life spells inflict an amount of damage equal to their level to affected units and simultaneously recover a number of hit points to the wizard equal to the total damage dealt. These additional hit points can be used to bolster the wizard’s max hp, up to a total of twice the wizard’s normal maximum hit points. Any hit points accumulated over 20 are immediately lost.
Flight, cost 12. One character within 5 squares may move their normal speed and may ignore all enemies or obstacles during their move, and is not affected by enemy abilities that affect movement. This effect lasts for 2 of the affected character’s orders. Bonuses or penalties to an affected unit’s movement do not apply for purposes of flight; use the character’s base speed only.

Warhounds-4 points F
10-25 HP LVL 0:10 1:15 2:20 3:15
5-15 ATK LVL 0:5 1:10 2:15
5-12 DEF LVL 0:5 1:9 2:12
SPD 6
Abilities:
Dig. Cost: 2. Rather than make her regular attack, a warhound may instead create 1 square of rough terrain in an adjacent square it faces.
Leap. Cost: 5. Enemy units, and abilities that block movement, do not block the warhound’s movement. The warhound cannot leap over more than one enemy at a time in this fashion, but may leap over multiple enemies during a single movement phase.
Howl. Cost: 5. Rather than make her regular attack, a warhound may instead choose an enemy unit 1-2 squares away. That unit flips a coin. If tails, that unit loses its order for the round. If heads, this ability does nothing.
Bloodlust. Cost: 3 per level. May be taken three times. If a warhound with this ability deals at least 1 point of damage to an enemy, after 1 turn that warhound’s subsequent attacks on that enemy deal an additional 1 point of damage to that enemy per level of bloodlust she possesses. In addition, all other warhounds in the attacking player’s army with bloodlust gain their bloodlust bonus on that foe, even if they did not themselves attack that unit.
Feed. Cost: 9. Whenever this warhound defeats an enemy, she regains half that unit’s max hp to recover her own. Excess hit points above the warhound’s max hp for the skirmish are lost.
Ravenous Charge. Cost: 8. If this warhound moves its full speed before making an attack, it gains +5 atk. You must declare a ravenous charge before making the attempt, and the warhound cannot move directly backwards or end its movement in the same square it began the ravenous charge. A warhound who successfully completes its ravenous charge always deals at least 2 damage instead of the normal minimum damage of 1.

Marshall-6 points M
Health: Level 0: 9; 1: 13; 2: 17
Attack: Level 0: 6; 1: 11; 2: 15
Defense: Level 0: 7; 1: 12; 2: 17
SPD 5
Abilities:
Sprint. Cost: 3. The Marshall may, rather than do anything else, move up to double its speed in one direction. The marshall ends it movement facing in the direction it was moving.
Advance the Line. Cost: 5. The marshall may, instead of making its attack, command one ally 1-2 squares away to immediately move 2 squares away from the marshall in any direction. This movement is affected by terrain that impedes movement.
To Arms! Cost: 8. Instead of making its regular attack, the marshall may choose one adjacent ally. For the rest of the skirmish that ally gains double the normal rally bonus.
Sacred Hands. Cost: 5. Instead of making its regular attack, the marshall may touch an adjacent ally. That ally is no longer considered burned, poisoned, or cursed, and that ally has all penalties on any of its statistics removed. An ally that has had its order forfeited due to enemy abilities regains its order for the round.
Inspire Heroism. Cost: 8. Instead of making its attack, the marshall may choose 1 ally within 2 squares. Until the end of that ally’s next order, it gains +3 atk, +3 def, and may move double its speed on its turn in addition to making its attack or performing an action. At the end of that order, that ally takes 5 damage. This damage counts as affliction damage, but cannot be prevented via the Sacred Hands ability.
Assume Defensive Formation! Cost: 8 Rather than make its regular attack, the marshall may choose 1 ally within 3 squares. That ally and each ally adjacent to it may immediately change the direction it is facing. In addition, all affected allies gain +2 def until the marshall’s next order.

Assassin-6 points F
Health: 0: 5; 1: 10
Attack: 0: 10; 1: 15; 2: 20 3: 25
Defense: 0: 5; 1: 9 2: 12
SPD 6
Abilities:
Bounty Hunter. Cost: 1 per level, up to three levels. At the beginning of the skirmish, the assassin may choose any enemy on the battlefield. For the rest of the skirmish the assassin gets +1 atk and +1 def against that enemy for each level of bounty hunter the assassin possesses. You may choose to divide the levels of the bonus among several enemies: for example, your assassin with 3 levels of bounty hunter may choose to gain +2/+2 against one foe and +1/+1 against another, or +1/+1 against three separate foes.
Throwing Knives. Cost: 4. The assassin with this ability may choose to attack from range 2 instead of only attacking adjacent enemies. This counts as a ranged physical attack. This ability does not work in conjunction with fatal strike: fatal strike only works in melee.
Poison. Cost: 5. Whenever an assassin with poison deals damage to an enemy, that enemy is poisoned and takes 5 points of affliction damage during the resolution phase. Multiple instances of poison never stack with one-another: a unit can only be suffering from one dose of poison at a time.
Shade. Cost: 6. An assassin with shade may only be targeted by a non-adjacent opponent if there are no enemies, allies, or mountains between the assassin and the targeting enemy. The assassin also cannot be chosen as a target by a non-adjacent attacker if the assassin is in water. Abilities that affect multiple units can still affect the assassin, but the assassin cannot be chosen as the primary target by those abilities. Shade does not apply to abilities that target any enemy on the battlefield.
Dodge. Cost: 7. Whenever the assassin is the target of a physical attack, flip a coin. If heads, the attack does nothing.
Fatal Strike. Cost: 13. If the assassin attacks an enemy from behind, the assassin may ignores the enemies’ defense when calculating damage and also ignores all bonuses to defense. The assassin does not gain the back attack multiplier when performing a fatal strike.

That's them folks! Enjoy!!!

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