Cyborg Colloseum

This is a sandbox for other projects. Usable by anyone.

Cyborg Colloseum

Postby TheMatt » Tue Feb 18, 2014 12:10 am

Gladiator combat, using Mayhem-like mechanics.

Teams of Cyborgs squaring off against one another.


For each player, 3 gladiators.
Prior to combat, select 2, and put out face-down.

(tactical choices of who to put in, based on which your opponant is likely to choose)
Some paper-rock-scizzors, in a mega-man like fashion

Each gladiator has 3 attributes: Move, Toughness, HP

Move = Number of Hexes
Toughness = Armor (DR) ---DR affects all attacks.
HP = Total HP (also the balancing factor)

Each gladiator has two weapons, (1 melee, 1 ranged) each with 3 attributes: Range, Power, Speed
Range: Must roll greater than distance between origin and target. Thus, it is impossible to hit someone 9 hexes away on a d8, and impossible to miss someone adjacent. ie, Thrown: 1d8....Bow: 1d8+X.
Power: Damage dealt
Speed = Iniative tie-breaker, and a re-roll number.
Speed is not multiple attacks, but re-rolls on marginal attacks.
'Speed 3' means re-roll all attacks where the value was 1, 2, or 3.

No 'charge'—move and range gives same dynamic.
Power = d4—d12
DR = 1,2,3
Speed = 1,2,3
Range = d4-d12
Move = 3, 4 or 5.

Battle starts 11 hexes apart
5 move meets in 2 rounds, 4 move in 3, 3 in 4.
"I can't tell if what you are saying is too profound for me to understand, or just insane".
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