StatWar
StatWar is a modable strategy/war game where you can design your own units based on a point buy system. The full title of StatWar is StatWar: [phrase chosen by whoever is talking]. This is a work in progress.
Unit Creation[edit]
Description: This does nothing. It's required though so you might as well have some awesome fluff for your cannon fodder.
Stats
Damage: How much damage a unit does. Defaults to 0. Costs 1 point to increase.
Range: The number of squares away a unit can attack. Defaults to 0. Costs 1 point to increase.
Armor: How much damage a unit resists. If a unit that does three damage attacks a unit with two armor, it does one damage. If a unit that does three damage attacks a unit with three or more armor, it does no damage. Defaults to 0. Costs 1 point to increase. A unit cannot have a higher Armor stat than its Health stat.
Move: How many squares a unit can travel per turn. Defaults to 0. Costs 1 point to increase.
Health: How much damage a unit can take before dying. Defaults to 5. Can't be raised here.
Special Abilities
Big: This ability increases the number of squares the unit takes up by one for each level. Units get five bonus Health for each square they take up beyond their original one. Squares can be arranged any way you like upon character creation, as long as they all connect, but are permanently in that configuration. 5 points per level.
Ridable: This allows non-ridable units to move on top of the ridable unit as it's move for that turn. Riding units will be moved with the ridable unit. If it is their turn, riding units can dismount and move their normal number of squares, attack, or both. Riding units cannot be attacked. Ridable units must have enough squares to actually fit all of the units they carry. Figure out what squares your ridable unit covers - you must be able to fit all riding units on those squares with no overlap. Costs 5 points.
Defender: This ability gives the unit control over the squares adjacent to it. Enemy units that move into these squares end their movement, no matter how many squares they would normally be allowed to move. They can still attack. Additional levels give the unit control of an additional ring of adjacent squares. 5 points per level.
Healer: This ability lets a unit heal an adjacent friendly unit for one Health per level as its attack move. A unit cannot heal units that are currently riding in it, and vice versa. 5 points per level.
Armor Piercer: This ability lets a unit do one point of damage that ignores all armor per level. It cannot allow a unit to do more than its usual max damage. 3 points per level.
AoE: Each level of this lets a unit attack an additional square on its turn. AoE squares must be arranged in the same way as extra squares of bought with Big - that is, they must be arranged in advance, and they must all connect. They can be rotated by 90 degree intervals in play, however. No square of an AoE attack may extend beyond a units range. AoE attacks damage friendly units. Costs 2 * Range per level.
Suicide Bomb: Does it's damage to all friendly and enemy units on it's square and adjacent squares upon death. Units with Suicide Bomb can die intentionally. If they have an AoE, they can use it on themselves (resulting in two attacks on their turn, since their death triggers the second attack). If a Suicide Bomb unit has an AoE that covers more than the surrounding eight squares, it triggers instead of the default suicide bomb attack. 5 points.
Boarder: This ability allows a unit to board enemy vehicles on its turn to move. Once a Boarder unit is on a vehicle, it may attack the vehicle or enemy units riding it. If the vehicle moves, the Boarder is moved with it as if it is riding on it legitimately. The vehicle and the riders may attack the Boarder as well. 20 points.
Anti-air: unit is now capable of attacking flying (see below) units. 15 points.
Flying: This unit is now immune to terrain effects, and any attack that does not come from another flying unit, or a unit with anti-air. 25 points.
Rapid fire: This unit can now attack 1 additional time every turn a level, maximum 5. 5 points a level.
All finished units are required to cost a minimum of one point.
Models
Use your image editing software of choice to edit the unit template, print it out, fold it, and tape it to a base of some kind. A penny works really well. If you plan on having more than one of that unit, number them and write that number on the base.
Playing[edit]
Pregame
1. Find someone to play against. Agree on a point total. Make an army that costs that many points. Make a list of your units in the order you want them to move in. Write how many HP they have next to their names on the list. Don't show your opponent your list or character sheets yet.
2. Pick sides on the board. The board can be anything as long as it is symmetrical, has squares, and has a neutral zone along a line of symmetry. Flip a coin to see who goes first. Take turns putting down units in the order you listed them. You can't put a unit in the neutral zone, or on the side that has your opponent's units on it. Whenever your place a new unit, reveal its character sheet.
Game
1. Whoever put down the last unit in the pregame section has to go second.
2. Take turns with your opponent moving one unit. Move your units in the order you listed them. Move your unit a maximum of the number of squares in its Move stat. Then attack one unit that is in range and that you have line of sight of if you want to. The unit you attack takes attacker Damage - defender Armor damage. Record damage on your character list. If a unit gets to 0 HP, it dies and is removed.
3. Keep doing this until someone runs out of dudes.
Example Units[edit]
Template[edit]
Bezercules - 30 points[edit]
A centaur, but with a motorcycle instead of a horse. He carries a big hammernothing because I forgot my own description.
Damage: 6
Range: 1
Armor: 3
Move: 10
Health: 5
Special: Rideable, Big - 1
Fa/tg/uy - 30 points[edit]
Fa/tg/uys are too pathetically feeble to do any damage to anything, but their ample flab absorbs damage and distorts local gravity, hampering enemy movement.
Damage: 0
Range: 0
Armour: 6
Move: 4
Health: 6
Special: Big - 1, Defender - 3
Master Chief - 55 points[edit]
Kills aliens and doesn't afraid of anything
Damage: 13
Range: 8
Armour: 5
Move: 4
Health: 5
Special: Boarder
Crossbow Dorf - 25 points[edit]
Description: Short, bearded, alcoholic, enjoys mining.
Damage: 5
Range: 6
Armor: 5
Move: 4
Health: 5
Special: Defender - 1
Bear - 25 points[edit]
Description: Roll a nature check.
Damage: 4
Range: 1
Armor: 1
Move: 9
Health: 6
Special: Ridable, Big - 1
Dorf Cleaver - 40 points[edit]
This is like a Crossbow Dorf, but specializing in slicing through piles of weak enemies.
Damage: 6
Range: 1
Armour: 5
Move: 6
Health: 5
Special: AoE - 2 (arrange thusly:
xx
xo
where x is the square that gets attacked and o is the Dorf Cleaver)
Elite Explosive Barrel - 180 points[edit]
It is tinted a different color and has legs.
Damage: 13
Range: 3
Armor: 0
Move: 10
Health: 5
Special: AoE - 24 (arranged in a 5x5 square), Suicide Bomb
METAL BOXES - 48 points[edit]
Cowards hide in here, don't take them away.
Damage - 0
Range - 0
Armor - 7
Move - 30
Big - 2, Rideable
Lancemaster - 36 points[edit]
A rider of beasts
Damage - 15
Range - 2
Armor - 0
Move - 1
Health - 5
Defender, Armor piercer, Suicide Bomb
Alternate Rules[edit]
Capture the Flag[edit]
In this variant, the goal is to capture the opponents flag. Flags must be placed in the same place on each player's side, at least one square away from the edge of the map. Flags can be picked up by any unit for free. If the unit carrying a flag dies, the flag is dropped and can be picked up by any other unit. Players capture opponents' flags by bringing them to the square their flag started out on.