Custom Tabletop Project

Hey there,
I'm making this because I REALLY wanna make my own tabletop with this universe of mine. Below I'm going to have the two major factions, that being Dark-Men and Light-Beings, along with many, MANY sub-factions and other races that are technologically adept to be qualified to fight.


PROJECT NAME: Unknown. Still working on a good name

RULES AND GUIDELINES

BROAD FACTION RULES

Team Composition.

  • You may only use one faction in battle as your Main Faction. Other factions can be called in for support as Backline Factions, however they cannot fight on the front line. There will be designated Backline troops for all factions. A good example would be if the Hul'thin wanted reinforcements from the Elementals, the Elementals would have Flame Catapults or tornadoes. Players cannot have frontline forces that clash with their enemy.
  • Your faction determines your total health pool and this will be specified before choosing your faction. The Intergalactic Federation has an immense health pool due to their sheer numbers, however a Dark-Man Flame Division would melt them away in the right circumstances. Health, which will be elaborated on later, comes from your troops and from You as a player. More on that later.
  • Your total troops is dependent on the agreement between you and your enemy player. Most troops will be counted in groups (unless they are Champions) and groups are given the title of Division. You can have as many Divisions as you like on the table but they must be matched with your enemy. Division size is a major factor depending on what troops you take. I.g. 20 Federation Riflemen can match 20 Warband Brutes, however 20 Riflemen would be equal to 30 Burrower Lickers.

PLAYER-SPECIFIC RULES

Player Health, Player Armor and "Last Chances!"

  • Health, as stated prior, is majorly dependent on your troop composition and your faction. Glints are the main health system in the game, with one Glint usually encapsulating seven whole health points. Glints are damaged when successful damage rolls inflict fatal wounds, with seven fatal wounds removing the Glint from your health pool. One Division is most commonly equal to two Glints and, when a Division is killed, the Glints will fracture and break, meaning you lose that health point. Glints can be recovered from special Battle Orders however they do not equal the full value as they once did, instead halving. If a Glint is broken after it is recovered, it is permanently destroyed and unrecoverable. Losing all of your Glints means you lose the game.
  • Armor is a statistic that is applicable in certain circumstances and factions, usually being applied to Champions or Points of Strategic Importance, known in-universe as PSI's. Armor must be broken before any substantial damage can be inflicted. Armor is recoverable but requires a Division's (or Champion's) turn. There are dedicated armor divisions in many factions, however some are absent of such strategies. Armor is applicable on almost all Champions and functions the same way.
  • Last Chances are only applicable in dire circumstances and, as the name implies, gives the Player a Last Chance to attack, defend or retreat. There are two Last Chances for each Player. Last Chances are not recoverable and cannot be given by Divisions or Battle Orders. Last Chances slightly improve your final score if they succeed. Many Last Chances are Faction-specific and as such cannot be entirely explained in this segment.

GAMEPLAY RULES

Beginning the Game and Mission Orders.

  • To begin a game, a minimum of two Players is needed for a game to commence. Both Players must operate one Faction with an optional choice of a Backline Faction to support them.
  • The Players must decide on a battle formation for their troops to be placed in, four of which are possible in the base game.
    • FRONTLINE ASSAULT: Troops are placed in a horizontal line stretching across the backline of the field. Troops cannot be placed past this line unless specified otherwise. Recommended for an Eradication mission.
    • SHARK'S TEETH: Troops can be placed in a chevron pattern across the field, pushing some troops forward and others being held back. Recommended for Hold the Line missions.
    • PINCER CLAW: One Player can only deploy in a circle on their side of the field; the other Player can create a half-circle on their side of the field. Recommended for Defend/Capture Objective missions.
    • NO MAN'S LAND: Both players deploy on the farthest side of the field respectively. Recommended for any objective.
  • Once the deployment of troops is agreed upon a Mission Order can be given. These are objectives to win the game or gather Supplies to win the game. Many Orders are "Hold" objectives, meaning you must remain in control of the point until the enemy is defeated. Hold Orders do not have a set limit to win, though Players can agree on a set amount of Supplies to gather to qualify as a victory.
  • The list of Mission Orders is given below. If Players cannot agree on an Order it may be drawn randomly from the set. Supplies is shortened as SP.
    • HOLD THE LINE: Troops must remain in control of their Entrenched areas for five turns. Capturing and Entrenching ground gives you 5 SP. Losing Entrenched ground deducts 2 SP.
      • Mission Type: Hold the Line.
      • If the enemy Battle Center is captured or destroyed, you are given 15 SP. The enemy can no longer use the Order Step but can still fight and capture ground.
      • If your Battle Center is captured or destroyed, you lose 15 SP. You can no longer use the Order Step but can continue fighting.
      • If no Champions remain on the field and your Center is destroyed, you lose the game.
    • DESTROY THE ENEMY: The hostile force must be eradicated at all costs. Destroying each Division grants you 2 SP.
      • Mission Type: Eradicate.
    • ERADICATE COMMAND POST:
      • Mission Type: Eradicate.
    • CAPTURE VITAL INTEL:
      • Mission Type: Capture.
    • RESCUE COMRADES:
      • Mission Type: Rescue.
    • BREAK ENEMY LINES:
      • Mission Type: Eradicate.
    • DISRUPT SUPPLY LINES:
      • Mission Type: Eradicate.

Rounds and Stages.

  • Before any rounds begin, if a Morale test is applicable, it must be taken before your turn begins. Morale cannot be skipped unless a Champion is nearby and takes a roll. A Champion Morale roll has a +1 bonus.
  • Rounds are set into [number] stages: Order, Bombardment (if applicable), Assault and Entrenchment. The rounds are explained below.
    • -> Order: The Order Stage is any Battle Order and Reinforcement call that can be done over a radio or other form of communication. All Battle Orders must be conducted in this stage unless specified otherwise. Reinforcement calls can be conducted only in dire circumstances where divisions have already been eradicated from the board. Last Chance charges are used for a Reinforcement Call.
    • -> Bombardment: The Bombardment Stage is reserved only for Backline troops and heavy weapon emplacements that cannot move. Follow all unit instructions for the Bombardment Stage.
    • -> Assault: The Assault Stage is the largest and most involved within the game. Magic, firearms and explosives are all conducted within the Assault Stage (with the absence of melee combat). There are no strict guidelines for attacking from a range or with vehicles other than what is stated on the Division Report. Shooting and magic cannot take place outside of the Assault Stage unless specified on the Division Report.
    • -> Entrenchment: Entrenchment is about securing ground claimed. When advancing you may "claim" territory on the field, most commonly in the form of objectives. Entrenched areas are mainly where melee combat takes place however it is not the *only* place melee combat can take place. When Divisions are near each other they may engage in melee combat. The victor of the scuffle will be rewarded with claiming the area their enemy occupied, extending their entrenched battle lines.
  • Once a turn has exited the Entrenchment Stage Players can clean up any other actions that need to be taken care of, such as Shellshock, before the turn switches to the other player.

FACTIONS

Dark-Men

"The Black Fulchrum Army never halts its advance for any reason, cleaving their foes in half with gunfire and pure firepower."


Light-Beings

"Hailing from the Lands Above, these angelic figures remain a medieval force that utilize magic to close the technological gap."


The Chosen Ones

"The denizens of Earth, just discovering FTL technology, decide to make their stand and plant their foot into the universe by exploring the Milky Way."

The Chosen Ones, known more commonly as Earthians, hail from the planet Earth in the Sol system of the Milky Way galaxy. For thousands of years millions of races have birthed, lived and died on Earth, with millions more taking their place today. Humans, Reptilians, Armagen, Beasts and more inhabit its surface, not all of them buddy-buddy with one another. However, in the grand scheme of things, the races of Earth align for the common cause of an unsteady peace followed by expansion and colonialism. In recent times the denizens of Earth have discovered Faster than Light technology, allowing them to efficiently travel the cosmos without waiting hundreds of years to reach one location.

When battling themselves or other, more threatening nations, the Chosen Ones come together under the banner of the United Nations to battle against any incoming threats.

FORCES OF EARTH

CHAMPIONS OF THE CHOSEN PLANET

[Insert Champion here]

[Insert Human Champion here]

[Insert Reptilian Champion here]

Atlas Amaranth, Champion of the Armagen Race
Atlas Amaranth, current heir to the Amaranth Throne and leader of the Highlands, is a charismatic and humble character who enjoys being around folks and helping whoever he can. His young appointment in the Armagen Armed Forces as a lieutenant caused many to doubt his intentions, however he proved himself quickly by rising to the illustrious rank of Commander Lieutenant General, dedicated only for wars. His fellow Armagen follow him with a brotherhood fervor, following his commands as if he was asking them to do something while having infallible expertise. His purple mane and tall form have seen him as a beacon of hope within the Highlands, with many drawing similarities between him and his ancestor Yhalin Amaranth, who also gave the Armagen hope in the early years before modern civilization.

Statistics:

  • Vitality
    • Health: 4 Glints
    • Armor: 2 Shields
    • Wounded by: Level Three Weaponry
  • Weaponry
    • Barvarium Swords
      • Weapon Level: Three
      • Hits on: 3+
      • Attacks: Twice
      • Damage per Attack: Seven
    • Metal-fused Fist
      • Weapon Level: Two
      • Hits on: 3+
      • Attacks: Once
      • Damage per Attack: Two
  • Champion-specific Battle Orders:
    • "Get Back Up!" [REQ: 4+ x2]
      • When successfully rolled, troops in a five inch radius recover their wounds and one Division can be resurrected.
    • "Breathe Slowly!" [REQ: 3+]
      • When successfully rolled, one Division/Champion has a +1 added to their next attack.

[Insert Human Champion here]

FRONTLINE DIVISIONS OF THE CHOSEN PLANET

Riflemen of Humanity
All armies need riflemen and the Humans have some of the best in the system. Riflemen under the Chosen Planet receive the best training and constant practice, ensuring that their shots don't stray too far off target. Serving for five or twenty years, these Humans are determined to be the frontline of their assault and establish that their rounds will hit the first contact. Riflemen are sent in squads of ten which allow them to reassure each other and resist shellshock.

Statistics:

  • Vitality
    • Health: Two Glints
    • Armor: None
    • Wounded by: Level Two Weaponry
  • Weaponry
    • BR-225 Standard Issue Battle Rifle
      • Weapon Level: Two
      • Hits on: 4+
      • Attacks: 20 times
      • Damage per Attack: Two
    • HTE-03 Hand-Thrown Explosive Fragmentation Grenade
      • Weapon Level: Three
      • Hits on: 6
      • Attacks: Twice
      • Damage per Attack: Seven
      • Modifier: Two round cooldown

BACKLINE DIVISIONS OF THE CHOSEN PLANET

Artillery Bombardment Squad
Every good military has heavy artillery. Able to flatten ground and blow troops into paste with high-explosive shells with kilograms of TNT per round, these massive cannons fire from kilometers away with precision strikes in important enemy lines.


Burrowers

"Because every good space-faring series needs bugs! The Burrowers or Hungering Arachnids are a surprisingly intelligent race of bugs, spiders and more that demand food and breeding grounds."


Hul'thin

"The largest alien race in their galaxy, the Hul'thin are known across the universe for their totalitarian regime and heavy laser weaponry."


Elementals

"Old beings that are present on every planet within the universe, Elementals channel their respective powers to balance their planets and dissuade invaders."


Rogue Warbands

"A collection of organisms that live on rogue planets, the Rogue Warbands are barbarians that live for the fight."


Intergalactic Federation

"The Intergalactic Federation is the largest collective of governing power in the universe, holding complete control over at least 40,000 galaxies. Their overwhelming numbers are not to be underestimated."

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