User:The Dire Reverend/AWD20

= Advance Wars/Chess on Steroids: Turn-Based Fightan Game =

= Current Notes: map types and terrain = There are two types of maps that CoS:TBFG is played on: Overland and Installation.

Overland Map
An overland map is a large-scale battlemap. Turns are measured in days, and squares represent several miles.

The game pieces in Overland Maps are called Squads. Unless the Squad's description says otherwise, squads do not represent a single unit, but multiple units.

and s do not consist of a single units, but multiple people or vehicles. Their health represents the remaining number of units

Overland Terrain
Grassland: A grassland is a mostly flat area of grass. Trees or other obstacles may be found in a grassland, but they aren't large enough to affect gameplay. Grasslands grant all land units with one additional point of defense. Moving through a grassland is easy, costing only one move point for footsoldiers and tread units, but wheeled units however must spend 2 move points.

Road: A road is a major roadway, almost always paved. Roads don't offer any defense points to land units, but all land units can move through a road using only one move point.

Forest: A forest is a dense collection of flora, appropriate to whatever location the battlemap is in. Forests provide all land units with two points of defense. In addition, when playing in a battlemap with fog of war on, an opposing army can't see what is in a forest unless they have a unit of their own in an adjacent square. The collection of plants make traveling through the area difficult. Footsoldiers and tread units spend two move points to move, and wheeled units spend three.

Mountain: Mountains provide land units with three defense points, and if using fog of war, increases a land unit's vision by 2. Only footsoldiers can enter mountains, and doing so costs three move points.

Town: A town is a small . It provides one additional point of defense, and all land units can enter a town by spending one move point. If a town is occupied by an army, at the beginning of each turn the owning army earns $500.

City: A city is a large metropolis, sometimes extending over more than one square. Cities grant two points of defense, and all land units can enter a city by spending one move point. If a city is occupied by an army, at the beginning of each turn the owning army earns $1000.

Factory: A Factory is similar to a city, but it has the capability to produce land-based military units. It has all the traits of a city, but also can produce any standard land unit.

Airport: A Factory is similar to a city, but it has the capability to produce air-based military units. It has all the traits of a city, but also can produce any standard air unit.

Seaport: A Seaport is similar to a city, but it has the capability to produce sea-based military units. It has all the traits of a city, but also can produce any standard sea unit, and sea units can enter this terrain.

Mega-Factory: A Mega-Factory is a single factory the size of a small city. It has the capability to produce standard land, air and sea units, even if there are no adjacent oceans (the sea unit would simply be unable to move). It grants three points of defense, and all units can enter a Mega-Factory by spending one move point.

Installation Map
An installation map is a much smaller scale battlemap. Turns are only ten seconds long, and squares represent only a couple of feet. A desk could be one square, while an elevator or a meeting table could be two squares.

The game pieces in Installation Maps are called Units. A Unit is a singular person, unlike Squads. Most Squads have Unit equivalent for Installation Maps. For example, the Tank Squad has an equivalent unit called the Cannoneer. He is a muscular man who carries a handheld cannon with him.

Installation Terrain
Floor Space: A floor space is just that- a floor. While on a floor space, a unit does not gain any defense points. It costs one move point to enter a floor space.

Obstacle: An obstacle is something that makes passing through the square difficult, but also granting defense to any unit in the square. It could be anything, a desk, a fridge, whatever. An obstacle grants one point of defense, and entering an obstacle square costs two move points.

Wall: A wall is a solid material, blocking passage and sight past it. No unit can pass a wall. If the battlemap has fog of war enabled, a unit cannot see through a wall. In addition, Any unit with ranged attacks cannot shoot someone on the other side of the wall.

Wall, Cracked: A cracked wall is similar to a wall, but it can be destroyed, turning the cracked wall into a floor space. A cracked wall has ten hit points, and has a defense bonus of 2.

Ammo Locker: An ammo locker is a locker full of various munitions. When a unit begins their turn adjacent to an ammo locker, their ammo is restored to full.

= Current Notes: Squads and Units = Currently I have stats for Installation units, but these may transfer to Overland Squads.

Squads and units have three action types: Attack, Move and Free. Squads and units have one attack action, one move action and an unlimited number of free actions. Certain units can preform a special action in place of a standard Attack and/or Move action.

Attack: The squad or unit attacks a unit. . Instead of attacking, a squad or unit can start capturing a structure. Some squads and units have special abilities that use the squad or unit's attack action to do a special attack or special action.

Move: The squad or unit moves a number of squares up to the number listed on the unit's movement stat. Some squads and units have special abilities that use the squad or unit's attack action to do a special attack or special action.

Free: Free actions are generally only used with a squad or unit's abilities.

Stat Descriptions
Hit Points: The maximum number of hit points a unit has. When a unit is created, it has maximum hit points. When the unit's hit point reaches zero, the unit is killed, with the exception of hero units. Magical gypsy magic (or something) transports the hero back to the production facility of the team, where it can be produced again.

Base Defense: The number of defense points a unit has. The way defense and attack works may change.

Attack Die: The number of attack die a unit has. The way defense and attack works may change.

Attack Range: The range a unit can attack. If a unit has a range that the minimum range is greater than one (example 2-4), the unit can either move or attack, unless they have an ability that states otherwise.

Ammo Reserve: The number of times a unit can attack before needing to restock at an ammo crate or a unit that can restock other units. Units with a "∞" in the ammo reserve section do not ever need to restock.

Sight: The number of spaces a unit illuminates. The sight does not illuminate past walls or wall-like terrain.

Movement: The type of movement (in installation maps, this usually is feet) and how many squares the unit can move. The type of movement will determine what terrain they can enter, and how many squares of movement it costs to enter a square.

Abilities: Any extra abilities the unit has. Details for the ability is in the description of the unit.

Cost: How much money it costs to create the unit. In installation maps, usually units are not produced, instead you are given a budget and you can create a number of units equal to your budget.

. The Detonator cannot directly harm opponents, but can lay down mines. See the Detonator's description for details.

. Civilians cannot be purchased during gameplay.

Civilian
The civilian is a defenseless, unarmed target. Depending on the objective of the battlemap, their purpose (or lack thereof) changes. For example, one map could have one team holding hostages, while the other team is sent to rescue the hostages. Another map could have a VIP that needs to be protected while the main objective is completed. In maps with no objective surrounding civilians, they just impede movement and get in the way of fighting.

Civilians cannot be purchased during gameplay, they must be placed before the battlemap starts by the GM.

Soldier
CANNON FODDER.

Detonator
A Detonator is a supporting role on an installation map, setting up mines to damage unsuspecting enemies.

Detonator Abilities
Place Mine: The detonator can place a single Mine on an unoccupied adjacent square as an attack action. A Detonator can carry up to three Mines at a time, and after he has placed all three he must restock.

Mine
A Mine is a hidden device that explodes when an opponent enters the space the mine is located. Once it is placed, it cannot be moved.

Mine Abilities
Hidden Mine: Mines cannot be seen by members of opposing teams, unless they are adjacent to the mine. To them, the square appears to be unoccupied. Stealth functions in and out of fog of war battlemaps, though it is possible to see the Detonator place the mine. To target a mine, a team must have one of their units (or an allied unit) next to the mine, even if they know the exact location of a mine (this does not apply to area of affect abilities, such as a firebug's Spread Fire ability).

Trap: When an opposing member of the mine's team enters a square containing a mine, their turn immediately ends on the mine's square. They do not get to attack or use any special ability. The mine then attacks the unit occupying its space, despite it not being the mine's turn. After the attack is resolved, the mine is destroyed.

Cannoneer
A Cannoneer is a large, muscular soldier. While he is not as fast as his other comrades, he does carry a sizable hand cannon, which is useful for defeating stronger units and cracked walls.

Cannoneer Abilities
Cone Fire: Maybe. Maybe. I've yet to meet one who can outsmart cone fire.

= Hero Units = Hero units are exceptional soldiers. Each one has better stats than standard units, and every hero has one or more abilities.

Ninja
The ninja is a master of stealth. While he is not the fastest unit, he is faster than a standard unit, and his stealth and teleportation abilities can turn the tide of battles.

Ninja Abilities
Stealth: After moving, the ninja can enter stealth mode in place of an attack. Stealth lasts for three rounds, which after the stealth ability must recharge for three rounds. Ninjas cannot be seen by members of opposing teams, unless they are adjacent to the ninja. To them, the square appears to be unoccupied. Stealth functions in and out of fog of war battlemaps, though it is possible to see the ninja activate their stealth. To target a ninja, a team must have one of their units (or an allied unit) next to the ninja, even if they know the exact location of a ninja (this does not apply to area of affect abilities, such as a firebug's Spread Fire ability).

Teleport: A ninja can spend its move and attack actions to teleport up to three squares away. The ninja can pass through squares with enemies on them, or impassible terrain, such as a wall (the only exception is an energy wall. If the square is occupied and the ninja is unaware, the ninja's turn is wasted. Regardless if the ninja teleports or not, the ninja must wait three turns before using the teleport ability again.

Runner Abilities
Jump: In place of moving, the runner can jump two squares away, ignoring terrain (with the exception of walls or wall-like terrain. This also allows the runner to cross squares occupied by enemies.

Firebug Abilities
Spread Fire: The firebug choose three of any of the eight squares surrounding them. All three squares must be next to themselves. All three squares are attacked by the firebug, but at a -1 damage penalty. This costs three ammo instead of the regular one, and can only be used every other turn.

Damage Over Time (DOT): Any time the firebug attacks with his weapon (with or without the spread fire ability), he ignites his opponent. Unless the affected unit is healed by any source before the beginning of the firebug's next turn, as a free action the firebug attacks all ignited units at a -1 damage penalty (in addition to the spread fire's penalty, if applicable). This attack happens even if the firebug is out of range of the ignited unit or cannot see the ignited unit.