The basic premise of this game is that of a turn-based battle between x-many
armies of ninjas. The battlefield is a hex grid and all turns are entered in
and then calculated at the same time - with faster units getting slightly
more priority.
Schools
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Different individual ninja are divided up into nine different schools. Each
school may be classified as offensive, defensive, or balanced. In addition
to these general classifications, each school has a unique set of jutsu at
their disposal.
In most cases, a player's army will consist of ninja from only one school.
Later on in the game, we might allow for alliances between schools that
permit players to pull resources from up to three different schools to form
their armies.
The different schools (and their specialties) are:
Ash - offensive - smoke and fire
Claw - offensive - weapons
Flower - balanced - poison
Gale - defensive - wind
Marsh - balanced - water
Salt - balanced - disabling effects
Snowflake - defensive - ice
Tortoise - defensive - armour
Vine - offensive - plants
Armies
------
Players construct their armies to include an equal point value of units.
Each unit is worth between 1 and 4 points. There are a number of rule sets
under which a battle might be played out. These sets determine the manner in
which points may be spent. These sets include:
Unrestricted - Players may spend their points any way they want
Level cap - Players may not buy units worth more than X points
Balanced - Players may not spend more than 25% of their points on 4 point
units and more than 50% of their points on 3 point units
Population limit - Armies may not exceed a certain number of units
Armies are not permenant, players may choose a new army every time they do
battle. They may, however, save their unit list in order to save time
choosing their armies in the future.
Movement
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Every round of combat begins with a movement phase where all units are given
the opportunity to move around the battlefield. There are three types of
movement that they may opt from.
Walking is the default movement form and only allows for 5 points of
movement per turn. Running allows the unit to take up to 8 points of
movement in a turn. Jumping allows the unit to take up to 6 points of
movement.
When walking or running, the unit must spend one movement point for every
time they change directions. In order to turn 180 degrees, the unit must
rotate through 3 hexes first. In stead of turning around, it is also
possible to walk backward at a cost of 2 movement points per hex.
Jumping incurs no penalty when turning around, but does incurr a penalty of
one movement point per elevation increase. Walking and running units may
only ever change one point of elevation at a time - jumping units may travel
as many points of elevation as they have spare movement.
Actions
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After the movement phase comes the action phase, where all ninja are able to
choose what action they will perform. These actions include attacking with
either melee or missile weapons, performing a jutsu, resting, or dodging.
Melee attacks must all be made against the same target. Units get a base of
one attack per weapon wielded, with special modifiers for school or special
weapons.
Missile attacks are not restricted in the amount that may be performed in a
single turn, but come from a limited supply of ammo, and must all be
performed on units within the same 60 degree arc (originating at the
attacker). A penalty of one point to accuracy is applied for each target
added. Missile weapons have a base range. Targets may be attacked beyond
this range, but at a penalty of one point per hex. Missile weapons may not
be used on adjacent targets.
Only one jutsu may be performed per turn, and jutsu cost chi.
Resting heals the ninja for 2 points of chi that round or 1 point of health
if the ninja is already at full chi.
Dodging increases the base difficulty of hitting the ninja by 2 points.
Health and Attacking
--------------------
Each unit has a base amount of hp, dependant on their point value and their
school. The base hp for balanced units is 5/9/12/14 for 1-4 point values
respectively. Offensive schools have a penalty of one hp and defensive ninja
get a bonus of one hp.
When any attack is made, either melee, missile, or jutsu, the result is
decided on a d10 roll. The base chance to hit is 50%, this means that a unit
must roll a 5 or above in order to hit his enemy. Offensive ninja receive a
bonus of +1 to their attack rolls and defensive ninja are one point more
difficult to hit, requiring a base roll of 6 to strike.
The amount of damage any weapon does is determined by the point value of the
attacking unit and by the school type. The damage progression for balanced
ninja using melee weapons is 1/1/2/2, and for missile weapons is 1/1/1/2.
Offensive ninja get 1/2/2/3 and 1/1/2/2 where defensive ninja get 1/1/1/2
and 1/1/1/1 respectively.
Moving units are harder to hit, but also find it harder to land attacks
themselves. It is assumed that all units will be walking every round, so the
5 point base chance of hit is considering this. Thus, a stationary unit
receives +1 to hit, but is also +1 to be hit. A running unit is -1 to hit
and -1 to be hit. A jumping unit is -2 to hit and be hit.
Chi and Jutsu
-------------
Jutsu can cost between 1 and 4 points of chi to cast. Chi regenerates at a
rate of one point per round that the unit does not perform a jutsu (or two
points per round that the unit spends restung).
In the event that a unit lacks the chi points to cast a jutsu, they may
choose to saccrifice hp at a rate of 2 hp per 1 chi. This may only be done
for offensive jutsu - hp may not be burned in order to perform defensive
jutsu.
The maximum amount of chi available to each unit is based on their point
value 3/4/5/6, regardless of school type. Each school has a set of jutsu
that they teach their ninja. Individual ninja may only know one jutsu from
this list for every point of chi they possess. It is not possible for a
ninja to learn jutsu of higher cost than their own point value - thus only 4
point ninja may learn 4 point jutsu.
Ash School
----------
The Ash school is an offensive school specializing in smoke and fire-based
jutsu. They equip their soldiers with a single ninjato (base damage, one hex
range) and 6 shuriken (base damage, 5 hex base range).
Smoke Bomb - 1D - Ninja throws down a smoke bomb that darkens their hex and
those adjacent to it. Targets in in smoke-filled hexes receive a penalty
of -1 to hit and are -2 to be hit. Smoke lasts 3 turns.
Burning Sword - 1O - Ninja's sword ignites and they make a melee attack. The
attack does normal melee damage plus one point of fire damage.
Fire Breath - 1O - Ninja spits a ball of fire with 3 range that does 2
points of fire damage.
Defoliate - 1O - Ninja burns down any single tree within 3 hexes of them.
Smoke Ring - 2D - Ninja throws a ring of smoke out around themselves, as
Smoke Bomb, but affecting the hexes adjacent to themselves and the ring
of hexes around that (not the hex they are currently in).
Burning Shuriken - 2O - As Burning Sword, but adds 1 point of fire damage to
any shuriken fired (the unit makes a normal shuriken attack as part of
the justu).
Claw School
-----------
The Claw ninja are an offensive school specializing in weapon attacks, they
have very few jutsu at their disposal. Each claw ninja receives a ninjato
and a naginata (+1 damage, 2 hex range). They are also armed with thirty
shuriken.
- Focus attack, +1 to hit
Flower School
-------------
The Flower ninja are a balanced school specializing in poisons. They are
armed with a ninjato and two poisoned kunai (base damage, 7 range, 1 point
poison).
- Poisoned melee attack, 1 point poison
- Cloud of poison, 1 point poison everything adjacent
Gale School
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The Gale school specializes in wind jutsu and defense. They get one extra
movement point per turn and do not receive a penalty to attack when jumping.
Gale ninja carry a ninjato and ten kunai.
- Teleport
- Blow enemy ninja a few hexes back
Marsh School
------------
The Marsh school is a balanced school specializing in water jutsu. They
carry a naginata and four shuriken.
- Cause water from a river to attack target
- Travel rapidly down water
- Cure poison
Salt School
-----------
The Salt school is a balanced school that specializes in indirect means of
killing their opponents, mostly disabling and crippling jutsu. They are
equipped with two chains (base damage, 2 range) as well as four shuriken.
- Blind enemy, giving them -2 penalty to hit
- Hamstring, eliminating the ability to run or jump and slowing walking to 4
movement points
- Disarm, forcing the enemy ninja to lose their ability to attack in melee
for one or two turns
Snowflake School
----------------
The Snowflake ninja are a defensive school that specializes in ice jutsu.
They are equipped with a naginata and four kunai.
- Freeze enemy ninja, reducing their movement points by half
Tortoise School
---------------
The Tortoise ninja are heavily armoured and do not have very many jutsu at
their disposal. All tortoise ninja carry a single ninjato and three shuriken.
They also receive one extra point of defense, making them 10% more difficult
to injure than any other school.
- Invincibility, ignore all damage for one turn
- Improved dodge, one extra point of defense
- Cover, interpose self with adjacent friendly ninja
Vine School
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The Vine school is an offensive school specializing in plant-based jutsu.
They carry two ninjato and six kunai.
- Damage enemies standing under trees
- Cause trees to grow together and form a wall
- Entangle