Monday, October 22, 2007

The New and Improved Combat System

Today I rewrote the combat system to make it a little simpler and take out some old rules that no longer applied. The actual system hasn't changed, just some of the wording. Anyway, here is the Ruin Combat System, in all it's dicey glory.

Combat System in Ruin
Units must be in the same square to do combat regularly. Some units may have abilities or spells that allow them to make attacks outside of their hex. The active player refers to the player who is doing the attacking. The Combat phase is divided as so:

1.) Beginning of Combat: The active player may play abilities, then the Non-Active Player. (at this time, spells being cast and targets of those spells are declared)
2.) Choose Cells For Combat: The Active player chooses cells in which combat will take place. He cannot choose a cell that is currently unoccupied. At this time, positional effects and terrain modifiers are calculated. They do not change until combat is over. After the Active player chooses which cells he will be attacking in, the active player may abilities, then the Non-Active Player.
3.)Attacks are Rolled Simultaneously in all cells: We recommend using different color dice to represent each cell’s combat. After seeing the rolls, the active player may play abilities, then the Non-Active Player. Once done, all modifiers are applied. Nothing beyond this point can change the Defense Value or attack roll. After all of the modifiers are factored in, if the Attack Roll equals or exceeds the DEF of the opposing miniature, damage is placed on the stack. (immediately after damage is placed on the stack, spell effects are placed on the stack. However, as damage is already on the stack, most spells effects can no longer affect combat at this point)
4.) Damage Step: with damage and spells on the stack , each player, starting with the active player, may play abilities.


The base dice system is an eight sided dice referred to as a d8. A standard roll is rolling 1D8. The goal here is to equal or exceed the opponents Defense value or DEF. The opponent’s miniature’s DEF is determined by three things.
1.) The DEF value printed on the card
2.) The Terrain Modifier
3.) Spells and Effects on the miniature (this includes abilities, Boost Cards and enchantments)

The Attack roll is modified by four things
1.) The attack modifier printed on the card
2.) The terrain modifier
3.)Numerical Advantage- If you have 2 units to an enemies one in a square, you have numerical advantage, meaning that you will get a +1 bonus on those units’ attacks. If you have 1 unit and your opponent has two, you get a -1 on your attack roll. For counting numerical advantage, count the swarm value of the unit, not just how many units there are. This forms the basis of the swarm rules.
4.) Spells and Effects on the miniature (this includes abilities and active artifacts)

Example:
Joey’s Ruminator is being attack by Matt’s Kaalik Hiveling on Dirt Terrain. First, We look at the Ruminator’s Defense Value and the Kaalik Hiveling‘s base attack modifier. Joey’s figure has a printed armor value of 6 and Matt‘s has a printed attack modifier of +1. Then, we look at the terrain modifier. The Kaalik Hiveling gets +1 to attack for being on Dirt, and the Ruminator gets +0 Armor for the terrain. Then, as the Kaalik Hiveling has a numerical advantage (swarm value of 2 vs the Ruminators swarm value of 1), they get +1 on the attack roll. So as it stands now (end of phase 2, before damage is rolled)

Joey’s Ruminator: 6 DEF

Matt’s Kaalik Swarm: +3 ATK

Dice are rolled, and Matt rolls a 4. That means that with the modifier, he can hit an DEF of 7. Damage moves onto the stack, neither player has anything more to play, and the Ruminator takes damage equal to the DMG amount printed on the Kaalik Hiveling card. Joey’s Ruminator has 4 life, and the Kaalik Hiveling dealt him 2 damage. If the Ruminator can be damaged with other effects, it can die this turn.


For reference, here are the units' cards:




1 comment:

Anonymous said...

You write very well.