Request For Feedback - New Rules - Construct/Mount Abilities
Additional Abilities
[Requires Mount] Stable (0.5 AP): Mount gains +4 Defense bonus vs. Dismounting attacks. Can be purchased more than once.
[Requires Mount] Swift (0.5 AP): Mount gains +2{+2} Move. Can be purchased more than once.
[Requires Mount] Leaper (1 AP): Mount gains Agile special.
[Requires Mount] Imprinted (1 AP): Select an unit (the 'Imprinted Rider'). Mount gains +4 Combat / +4 Defense while that unit is it's rider. If the imprinted rider is killed, another rider can be imprinted after spending 2 Turns with the mount.
[Requires Mount, Imprinted] Dressage (1 AP): When riden by its Imprinted Rider, mount can split its move, moving before and after the rider acts.
[Requires Level 4, Mount] Destrier (1 AP): Grants Transport(1)
[Requires Construct] Agility (1 AP): Construct gains Agile special.
[Requires Construct] Explody (1 AP): Construct gains Explode, which allows the unit to spend an action to destroy itself and do 2d6 damage to all adjacent units. Damage ignores defense. (Construct does not explode if destroyed by any other means..)
[Requires Construct, Explody] Unstable (1 AP): If construct is destroyed, it does 2d6 damage to all adjacent units. Damage ignores defense. Can be triggered by the automatic destruction caused by Explode.
[Requires Construct] Speedy (1 AP): Construct gains +4{+0} Move.
[Requires Construct] Statuesque (0 AP): Construct cannot leave the hex it is created in. Construct only requires 1/2 the normal juice to create.
Request For Feedback - New Rules - Structures; Siege Equipment
City Structures
All City Structures have Structure Points (SP), which are similar to Hits for units. An attack must specify that it does Structural Damage in order to damage a structure's SP.
Immobile Structures
Gate: A city gate has a base 20 SP, +10 SP / City Level.
- (opening, closing, and barring gate details pending.)
Defensive Tower: A defensive tower has 20 SP, +20 SP / City Level. The top of the wall is considered Elevation Level 2.
Spell Tower: A spell tower has 20 SP, +20 SP / City Level. The top of the wall is considered Elevation Level 2. A city can only have 1 spell tower.
- Any offensive spell can be stored in a Spell tower. Each tower can store 2 spells, +1 per City Level. All spell effects are based on the Caster's stats at the time of casting.
Stored spells can only target flying units. Any caster or unit with Leadership can trigger the spells.
All Fire attacks against Flying units made by a Caster from a spell tower do an additional +1d6 / City Level.
Structure Enhancements
Crenelations (Walls, Towers): Units at the edge of the wall receive +4 cover bonus.
Arrow Slits (Walls, Towers): Units behind Arrow Slits receive +10 cover bonus, but -1 Elevation Level (minimum 0 Elevation).
Mobile Structures
All mobile structures require operators. Beasts, Mounts and Inhuman units cannot be operators. Mobile structures cannot be placed on Mounts or Transports. Mobile structures can be popped like units.
Heavy Ballista (4 UP, 18 SP): Requires 2 units or 1 Heavy Unit to operate. Grants Fire for [Combat/2 + 4d6 OR 2d6 Structural Damage]. Move 4{4}.
Catapault (4 UP, 12 SP): Requires 2 units to operate. Grants Fire for [3d6 normal + 1d6 that ignores defense OR 2d6 Structural Damage]. Move 4{4}.
Cauldron (4 UP, 24 SP): Requires 4 units to move. Requires 2 units to pour. Can only be used once every 2 rounds. Inflicts 4d6 to all units in 2x2 square in front of it. Ignores defense. Move 4{4}.
Assault Tower (8 UP, 35 SP): Requires 4 units to operate. The Top of the Assault Tower is considered Elevation Level 1. Unless the tower has Arrow Slits, operator Units inside the tower are completely concealed, and do not have RLOS on the field. Max 4 units inside, 4 units on top. Move 4{4}.
Covered Ram (4 UP, 20 SP): Requires 4 units to operate. Units only have RLOS on units of the same elevation. Grants Attack for 2d6 Structural Damage. Move 4{4}.
Ram (2 UP, 10 SP): Requires 4 units to operate. Grants Attack for 2d6 Structural Damage. Move 6{4}.
Equipment
Mining Pick: Grants Attack for d6 Structural Damage.
Structure Destruction
Destroying a gate simply makes the gate squares passable.
Destroying a 4-square section of wall will collapse the 4 squares above it, 2 squares in. Any non-flying units standing there will fall. (Falling damage is a hidden mechanic.)
Destroying a tower (mobile or otherwise) will collapse the entire tower. Any non-flying units standing there will fall.
Units that are underneath the collapsing structures also take falling damage, exactly as if they had been standing in the squares above them.
Request For Feedback - New Rules - City Management; Additional Abilities:Paragon, Regent; Special:Elite
City Management
By default, cities produce UP and Shmuckers based on their level. Capital cities produce an additional +100 shmuckers / level.
- City Level 1 : 1 UP, 100 Shmuckers
City Level 2 : 2 UP, 400 Shmuckers
City Level 3 : 4 UP, 900 Shmuckers
City Level 4 : 8 UP, 1600 Shmuckers
City Level 5 : 16 UP, 2500 Shmuckers
Manager : Any unit with leadership can be designated Manager of a city. In order for the city to get the bonus for a manager, the unit must be in the city at either the start or the end of the turn. A city cannot have more than 1 Manager designated each turn.
Additional Abilities
[Requires Non-Caster] Regent (1 AP) : A city managed by this unit generates an additional 10% Shmuckers.
[Requires Level 4, Regent] Comptroller (1 AP) : A city managed by this unit generates +100 Shmuckers / Level. This bonus is added after the bonus for Regent.
[Requires Level 4, Regent] Logistician (1 AP) : A city managed by this unit generates +0.5 UP / Level.
[Requires Level 4, Non-Caster] Paragon (1 AP) : All units of the same build as this unit (Warrior, Spearman, Archer, or Flyer) in this unit's stack get +1 Combat / +1 Defense Inspiration Bonus.
[Requires Paragon, Leadership] Trainer(1 AP) : Each turn, a trainer can grant +1 Training XP to up to 8 units of the same build as the Trainer. A trainer must be at least 2 levels higher than any unit he trains.
[Requires Paragon, Well-Protected] Guardian (1 AP) : Unit gains an additional +4 Defense. Paragon Inspiration Bonus increases to +2 Defense.
[Requires Paragon, Well-Armed] Berserker (1 AP) : Unit gains an additional +4 Combat. Paragon Inspiration Bonus increases to +2 Combat.
[Requires Paragon, Regent] Inspiration(1 AP) : While this unit is a Manager, any unit of the same build as this unit that is popped in this city gains the Elite special.
[Requires Trainer] Instructor(1 AP) : An Instructor can train an additional 8 units each turn.
Training XP is not available to any units on any turn in which Combat XP is awarded.
Specials
Elite: Unit gainst +1 Combat, +2 Defense, and +5 Hits.
Request For Feedback - New Rules - Healmancy
The next rules revision is still some time away (we'll playtest at least one more scenario with the current rules set), but I wanted to start getting feedback on changes I'd like to make. I'll start with a revised Healmancy. The Hits on mounts and heavy bodyguards demonstrate that hits can get much higher than the original Healmancy was created to deal with, and potions needed a bit more work. Wards and Healing scale with level now, so that new spells grant extra ability instead of just more healing/protection. Since I think that Wards should be preparation instead of in-combat, I've nerfed them a bit by requiring the target to be adjacent, so they don't act like permanent HP Buffs. Now that Status effects are more common, I've given the Healmancer the ability to remove them at range and protect against them. Finally, since Healers don't always have to use their abilities to help, I've added some offense into the mix, but based it on the Caster's level and the target's health instead of the Caster's Combat score. Let me know what you think.
Once these rules go into effect, Triage and Junetta will be able to reselect spell choices but stats will remain the same.
Healmancy
Wards last until all granted damage has been absorbed. Only 1 Ward can be in effect on a target at a time. If target receives a ward when a ward is already in place, target chooses which ward remains.
Bonus: Caster who specializes in Healmancy can create a Potion for any single-target healing or warding Healmancy spell they know. Potions cost 8x the spell's casting cost in Juice. This cost can be paid for over multiple turns.
Revitalize - Heal up to (8 * Caster Level) Hits to 1 target (1 Juice / 8 Hits)
[Requires Revitalize] Remove Status (1 AP) - Removes a single Negative Status Effect of Caster's choice on 1 Target (5 Juice)
[Requires Revitalize] Revitalize Group (1 AP) - Heal up to (4 * Caster Level) Hits to each of up to 3 adjacent targets (1 Juice / 8 Hits plus 2 Juice / Target)
[Requries Revitalize] Burnout (1 AP) - Caster reduces their current and maximum Hits by gaining a -1 Hit Burnout modifier and immediately gains 4 Juice. Caster can exceed their normal maximum Juice. Burnout modifiers last until the start of the next turn. Burnout does not require an action to use. Juice gained from Burnout must be immediately applied to a spell, and cannot be used for potion creation.
[Requires Revitalize] Damage Ward (1 AP) - Absorbs up to (4 * Caster Level) damage on 1 Adjacent target. (1 Juice / 4 Hits)
[Requires Revitalize] Malpractice (1 AP) - Inflicts (d6 * Caster Level) Hits to 1 Wounded Target. Damage ignores defense. (1 Juice / d6 inflicted)
[Requires Revitalize Group] Reset (1 AP) - Completely heal a single target and remove all Negative Status Effects. (10 Juice)
[Requires Malpractice] To The Pain (1 AP) - Stuns 1 Wounded Target for 2 Rounds. (6 Juice)
[Requires Damage Ward] Shatter Ward (1 AP) - Completely removes a Ward from a single target. (3 Juice)
[Requires Reset] Mass Revitalize (1 AP) - Heal up to 4 * Caster Level Hits to each of any number of targets in the hex. (1 Juice / 8 Hits plus 2 Juice / Target)
[Requires Damage Ward, Remove Status] Status Ward (1 AP) - Negates 1 Negative Status Effect per 2 caster levels on 1 Adjacent target. (4 Juice / Status Effect)
[Requires Status Ward] Hardened Ward (1 AP) - Absorbs up to 4 * Caster Level Damage on 1 Adjacent target. While warded, target is immune to Negative Status Effects. (16 Juice + 1 Juice / 4 Hits)
[Requires Mass Revitalize] Reset Hex (1 AP) - Completely heal and remove all Negative Status Effects from any selected units on the caster’s side. (8 Juice / Target)
[Requires To The Pain] Euthanasia (1 AP) - Kills 1 Wounded Target that has less than half their total Hits remaining. (1 Juice / 2 Remaining Hits)
Request For Feedback - New Rules - Dollamancy
Dollamancy
All Accessories are created in the Dollamancer's square.
Bonus: Caster who specializes in Dollamancy can choose to spend Juice instead of a charge for any Dollamancy Accessory they have created and equipped. Juice cost is 1/2 the cost required for 1 charge in the item creation. Caster can also create Rainments, allowing them to change their (or other units') clothing each turn.
Craft Minor Accessory - Allows caster to create a standard minor Accessory (see below).
[Requires Craft Minor Accessory, Level 4] Craft Accessory (1 AP) - Allows caster to create a regular Accessory (see below). Caster also gains a custom Minor Accessory that they can create.
[Requires Craft Accessory, Level 8] Craft Major Accessory (1 AP) - Allows caster to create a major Accessory (see below). Caster also gains a custom Accessory that they can create.
[Requires Craft Minor Item] Craft Lesser Golem (1 AP) - Allows caster to create Lesser Golem (treat as Warrior with 1 AP and Construct special). (16 Juice)
[Requires Craft Lesser Golem] Repair Golem (0.5 AP) - Allows caster to partially or fully repair a damaged Golem. The caster can control exactly how much is repaired. (1 Juice / 4 Hits repaired)
[Requires Craft Lesser Golem] War-Gamer (0.5 AP) - All Constructs created by this caster and stacked with this caster gain +1 Combat / +1 Defense for each level this caster has.
[Requires Craft Lesser Golem, Level 4] Craft Golem (1 AP) - Allows caster to create Golem (treat as Level 2 Warrior with the Construct specials). (32 Juice)
[Requires Craft Golem] Craft Greater Golem (1 AP) - Allows caster to create Greater Golem (treat as Level 3 Warrior or Spearman with the Construct special). (48 Juice)
[Requires Craft Greater Golem] Craft Golem Mount (1 AP) - Allows caster to create Golem Mount (treat as Level 2 Warrior or Spearman with the Heavy*, Mount and Construct specials). (64 Juice)
Accessories are items that are have a limited number of charges or uses. If the item possesses charges, the item vanishes when the last charge is consumed and the effect that the item grants expires. If the effect has a duration, the item must be worn until the duration expires. Removing it prior to that will cancel the effect, and if the item has no more charges remaining, it will vanish immediately. If the item has uses, the number of uses are restored to full at the beginning of the side’s Turn. All accessories must be equipped to be used. Equipping any item requires 1 Action.
Minor Accessories
- Cloak : Negate Fire (1 Charge) (8 Juice)
Cloak : Negate Attack/Strike (1 Charge) (8 Juice)
Cloak : Negate Hiya/Hoboken (1 Charge) (8 Juice)
Throwing Spear : Requires Strike. Grants Fire (1 Charge) limited 8 square range** (8 Juice)
Balanced Dagger : Requires Attack. Grants Fire (1 Charge) limited 6 square range** (5 Juice)
Warpaint : Grants +1 Combat Signamancy Bonus to Adjacent Unit until the start of their next Turn (1 Charge) (8 Juice)
Lil’ Bag O’ Rocks : Requires Construct. Grants Fire (5 Charges)
- Cloak : Negate Shockamancy (1 Charge) (16 Juice)
Cloak : Negate Fire/Attack/Strike (1 Charge) (12 Juice)
Blaster : Grants Hoboken (Max 1 Charge / Level) (6 Juice / Charge)
Knight Cap : Stores 1 Potion, allows Unit to consume potion as a Free Action. Potion cannot be removed from Cap once created. Potion and Cap are destroyed upon use. (12 Juice + Potion)
Spear Quiver : Requires Strike. Grants Fire (3 Charge) limited 8 square range** (28 Juice)
Dagger Sash : Requires Attack. Grants Fire (6 Charge) limited 6 square range** (32 Juice)
Fleet Boots : Grants Agility for 1 Round (Max 1 Charge / 2 Levels)
Big Bag O’ Rocks : Requires Construct, Siege. Grants Range 8 to Siege attacks.
Major Accessories
- Jet Pack : Grants Flying until the start of the unit’s next Turn (1 Charge) (24 Juice)
Thinking Cap : Grants Immunity to Foolamancy until the start of the unit’s next Turn (1 Charge) (24 Juice)
Net Gun : Grants ability to Capture adjacent unit (1 Charge) (24 Juice)
Master Blaster : Grants Hoboken (X Uses / Turn) (48 Juice / Use) (Max 3 uses/Turn)
Stealth Cloak : Grants Invisibility to Unit as long as it remains motionless (1 Use / Turn) (48 Juice)
Party Hat : Stores 2 Potions, allows Unit to consume either potion as a Free Action. Potions cannot be removed from Party Hat once created. Party Cap is destroyed once both potions are consumed. (36 Juice + Potions)
** - Elevation counts as 2 squares / level. Normal flight elevation is 2 levels up.




