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![[Post New]](/s/i/i.gif) 2009/09/05 13:35:14
Subject: Avatar, Battles In The Four Kingdoms - A Blog on The Birth of A Skirmish Game
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Fully-charged Electropriest
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Hail Dakkites!
Now in-between my random bouts of Greenskin-based nonsense and finding the time to build my Mechanicum Tech Legion, I like to play abit of the ol’ Skirmish line (mainly Gorkamorka, but the latest stuff from =][=munda is certainly very interesting). In amongst that I also like writing new rules or scenarios for the existing range, but I’ve never taken the full leap into writing a full-blown new game, although I’ve always wanted to.
The absolutely stellar work here on Dakka has kicked the old creative drive in it’s nads, and I’ve finally decided to get off my bum and start working on a project I’ve been planning for a while. Bear with me folks as I introduce:
Avatar: Battles In The Four Kingdoms
Yeah, yeah I know, it’s a cartoon off nickelodeon, and I too though “pfft it looks rubbish”. But then I looked deeper and found it too be an awesome and surprisingly deep show with a fantastic lore and background.
Now as with most things I like, I always find a way to link them to wargaming in some fashion, so naturally the more I got into Avatar, the more I thought a Skirmish game based on it would be awesome.
I’m currently working on a system of rules, with stuff based on the better parts of the games what we love, and moulding it to the Avatar background.
So players will be able to choose a side (Yin or Yang, or Good or Evil in the context of the game, I know it’s a poor analogy as neither Yin nor Yang can really be described as good or evil, but it fits with the imagery I’m going for) and then from there they can choose one of the Four Kingdoms, or combination to make “Groups of Legend”
A couple of examples I’ve thought of so far:-
A Fire/Earth Troupe on the side of Yang would be led by Princess Azula (extreme fire-bending skills and agility) with Fire Nation Imperial Guard (Fire bending troops in Heavy armour) and a few Dai Li agents (Expert Earth Benders). This would be a very, very hard-hitting troupe.
A Water Nation Troupe on the side of Yin led by Sokka (physical fighter, very swift) and Katara (Expert water bender, plus excellent healing abilities) with Water Tribe warriors (physical fighters armed with spears, shields and used to fighting in adverse conditions) with an ally from the Swamp Water Tribe in the form of a Fern-Bender in the form of a Vine-Colossus (big monstrous creature made of plants, can take a pounding but weak against fire). This is a close-up formation, and backed up by Katara's healing, can really last ina fight.
A “Group of Legend” would be something like Aang and his full group (Aang, Sokka, Katara, Toph, Appa as a monstrous creature for the group) which would be one of the best and most flexible groups in the game, or the full White Lotus Society (Led by Iroh) which would be monstrously powerful, but be very diverse and require real though as it is a very small 5-man troupe.
This is just general examples of what I’m working on, but I’m quite excited by the prospect of getting it working ^^ hopefully I’ll have a working set of basic rules in the next few weeks along with basic Troupes that can be workable, along with a few model conversions as well ^^
So what does Dakka think? Anyone interested at all?
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This message was edited 3 times. Last update was at 2009/09/17 14:16:17
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![[Post New]](/s/i/i.gif) 2009/09/06 19:16:54
Subject: Avatar
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Fully-charged Electropriest
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A WIP Front Cover for the rules  I find it qite pleasing to make things in quite a rigid structure, so actually having a front cover fels right ^^
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![[Post New]](/s/i/i.gif) 2009/09/07 09:06:55
Subject: Avatar
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Krazed Killa Kan
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To be honest, it's a good idea. Too bad it can't be turned into a retail game.
Avatar actually sounds like a common starting fluff for a new wargame. 4 primary factions, just like the Warmachine release.
Oh, and what's great is there's already confirmation that the creators of Avatar are already working on a new series set in the same universe.
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![[Post New]](/s/i/i.gif) 2009/09/07 09:56:45
Subject: Avatar
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Malicious Mandrake
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OMFG, once you finish the rules I beg you to post them, I would so play this game!
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![[Post New]](/s/i/i.gif) 2009/09/07 10:16:00
Subject: Avatar
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Fully-charged Electropriest
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Vertrucio wrote:To be honest, it's a good idea. Too bad it can't be turned into a retail game.
Avatar actually sounds like a common starting fluff for a new wargame. 4 primary factions, just like the Warmachine release.
Oh, and what's great is there's already confirmation that the creators of Avatar are already working on a new series set in the same universe.
Yeah, retail support would be good. But from what I've seen of Dakka and it's ingenuity is there is no reason why the game can't be succesful and fun on an indie level
And yeah, all the rules and stuff I come up with will go on Dakka first!
I'm gonna do an update this weekend. MY pal Darren and I ran through a very, very loose test game and it was a hell of alot of fun, although it needs some serious ironing out :p
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This message was edited 3 times. Last update was at 2009/09/17 14:17:08
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![[Post New]](/s/i/i.gif) 2009/09/09 14:16:15
Subject: Re:Avatar
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Fully-charged Electropriest
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I will be updating and editing this entry every so often, with pictures and stuff as I go, so this entry will be built up in stages.
“The way of the sword doesn't belong to any one nation. Knowledge of the arts belongs to us all.” – Piandao, Fire Nation Sword Master
Once, the Four Kingdoms lived in peace. A time of prosperity and elemental harmony reigned in the land. However, all that changed when the Fire Nation attacked. The Four Kingdoms are now in turmoil. The careful balance laid out by the elements is in a state of flux. The Fire Nation has broken all bonds of loyalty and valor in its ruthless assault of its sister-kingdoms, leading to despair and darkness.
The Avatar, the master of all four elements, has been called to put an end to the war, but he cannot hope to triumph alone. Armies march in his name to take back what has been taken, whilst black and red banners cast shadows of despair over the unsuspecting innocents. Heroic individuals lead their people in an epic struggle for freedom and conquest, and every day epic sagas begin and end on the fields of battle.
The core of the earth quakes as the Earth Kingdom and The Fire Nation clash.
The sea’s themselves attempt to swallow the lands as the Water Tribes sail from their polar homes.
And the skies howl mournfully at the loss of the Air Nomads, the grave injustice done by the Fire Nation hanging heavy in the air.
Something must be done to correct the balance. Someone must step into the cold glare of destiny and take a stand. Someone must win through, in The Battles in the Four Kingdoms.
Avatar: Battles in the Four Kingdoms is a tabletop skirmish game in which two (or more) players lead groups of heroes and their followers in battles and confrontations set against the rich tapestry and lore of Avatar: The Last Airbender. Players choose either to fight for or against the Avatar, and lead tailored groups known as Troupes against other groups in scenarios and straight-up battles to see who shall succeed.
Players can create their own troupes from any of the Four Kingdoms, or use pre-made Troupes known as Heroic Troupes to play the game. Several Troupes can be involved in one game, and there are several scenarios and mission to choose from to make the game more challenging, and more importantly fun.
Eventually, you will be able to play larger and more intricate games involving multiple combinations of Troupes and missions, eventually mimicking epic moments from Avatars history such as the Fire Nations purging of the Air Nomads, The Grand Seige of Ba-Sing Sai, or The Day of Black Sun. However, whilst these rules do give you structure, feel free to edit or change them to make your game more enjoyable.
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So, I’ve been scribbling down ideas and play-testing with my regular 40K opponent Darren for the Avatar Skirmish game, and the first few games (whilst confusing at first) have been a blast. We’ve been using two rough test Troupes, and been moulding the rules as we encountered situations and problems. We set up on a 25” by 25” board with a building in the middle, several patches of forest and a couple of hills. There were also scattered ruined walls around the various areas.
The two separate Troupes set up in opposite corners of the map, with both myself and Darren rolling to see who would get first turn (Darren, being the lucky git he is, won the roll and opted to take his turn second).
Darren’s Air & Water Troupe
• Aang
• 5x Southern Water Tribe Warriors
• 1x Northern Water Tribe Healer
Sean’s Fire Nation List
• Zuko
• 2x Fire Nation Guardsmen
• 2x Fire Nation Flameguard
We also decided not to have any sort of mission or task; we were just going to play until one side didn’t have any models left just to keep things simple. We haven’t really come up with any point schemes yet, but will eventually look into them. We simply made the two above lists as fairly equal (similar amount of models, one very aggressive and strong, but the other very defensive and with healing abilities) and really this report is just to showcase what we have so far.
And I know that not everything will make total sense or be 100% clear since not all (or any) of the rules have been finalised, but I’m quite proud of what we have so far, and it does give a nice idea of what the game will be like. I can say that the games we played were very close, and breezed by as the rules we’re working with are quick and flexible. I think that having an example to look at before the printing of the rules will make things seem easier, and I’ll also point of points of interest and small insights into why we made certain decisions. All constructive insights are welcome, as are any ideas you guys have as well.
So without further ado, let’s meet the brave souls who will be fighting on Darren and me’s behalf!
Aang (Wooden Staff, Nomad Robes)
[note] I’ve decided that much like the LOTR game, there will be no single defining version of characters. There will instead be different versions of the same characters but from different moments in time. So for this game Darren was using ‘Vanilla Aang’ who has some excellent air-bending abilities but is a heavily defensive character. I’ve also been toying with the idea of having Aang’s abilities augmented by whoever he is in a group with, so if say Toph (a master Earth Bender) is in his Troupe, we can assume that Aang has learned Earth Bending and is able to use her abilities as well. This (along with everything else) might change.
Abilities:
• Air Scooter
• Sudden Gust
• Air Deflection
• Heavy Gust
[note] Right now, I’m sticking with ‘fixed abilities’, although I have thought about having a WHFB-style version, where players would choose ability cards, meaning you could tailor individual characters. I’ll stick with fixed abilities for now though.
Aang’s abilities do the following –
Air Scooter: Aang can summon a small spherical cyclone, and effectively ride it, allowing him to cover ground very quickly, but is coupled with the risk of getting knocked off if he is hit.
If the player chooses to use this ability, then Aang must use this ability at the start of his Move Phase. The player controlling Aang rolls 2D6, and chooses the highest roll. Aang may add this amount to his standard movement, and is able to ignore light terrain (although he cannot end his turn in it). If Aang is hit at all before his next Move Phase then Aang stumbles and is unable to move again till the following Move Phase.
Sudden Gust: The Airbender sends a Gust a wind directly at the foe, not powerful enough to cause any lasting injury, but throwing the opponent off-guard.
This ability is used during the Combat Phase. The friendly unit takes an Element test. If passed choose one enemy model within 10”. The enemy model must take a Dodge test. If the test is failed, then the enemy model is instantly ‘Stunned’ until the next Move Phase.
Air Deflection: Airbenders are known for their compassion toward their allies, and will frequently go out their way to defend them. One way in which they do this is to use strong gusts of wind to deflect incoming projectiles from their friends.
This ability must be used in the Move Phase. If it is used then the model using it cannot move or use any other abilities until the following Move Phase. All friendly models within 10” of the Airbender count as having a Light Shield, but only against projectiles. The Airbender does not receive this effect. This ability also ignores the ‘Shield Breaking’ ability on projectiles, treating said attacks just as regular projectiles instead. Models in melee or entering melee do not benefit from this ability.
Heavy Gust: The Airbender pulls a gale-force wind from the heavens, and casts it towards his foes. The forces of the winds loosen detritus on the ground, projecting them along with the gust, cutting and pummelling foes with natural ammunition.
This ability is used in the Combat Phase, and only if the Airbender is not engaged in melee, used any other abilities, and requires the successful passing of an Element Test. Trace a straight line from the Airbender in the desired direction to the very edge of the field. All models within 2” of the line must immediately take a dodge test. If they pass they are unaffected, if the fail however then they are immediately ‘Stunned’ until the following move phase. Also, for every model affected, roll a D6. On the roll of a 5+, the affected model takes an immediate of hit 2 Strength, with armour working as normal. This ability affects both allies and foes caught in the line. Does not affect models behind medium and heavy cover.
Southern Water Tribe Warriors (Light Armour, Harpoons, Boomerangs)
[Note] I don’t know if we will go down the eventual Necromunda route of having each individual model named and armed differently. I quite like the idea of having a unit of identical models that are able to function independently of each other, but receive bonuses for working together. Plus, having these similar units means that checking things is easier, makes the game more tactical and the play breezes by.
Abilities:
• Patriotic
• Hardy
Ability descriptions –
Patriotic: The unit is immensely proud of their history and their people, and fight in order to preserve the honour of their culture. When amassed with their countrymen and women, they are driven to acts of great bravery and ability.
A model that has the patriotic ability fights more effectively if surrounded by friendly models from the same nation. If a patriotic model is with in 5” of another friendly model from the same nation then they can re-roll one dice per turn. Regardless of how many friendly models are in the vicinity, the re-roll can only happen once per turn.
Another effect of the Patriotic ability is in relation to the enemy. If an enemy model is from the same or directly opposite nation (Fire ><Water and Earth><Air) then the Patriotic model gains a +1 modifier to their Combat Score, but only against the offending model.
Hardy: Some places in the Four Kingdoms are notoriously difficult places to live, but regardless people make their homes there. These people are made of sterner stuff than most, and can shrug off conditions most would find impossible.
A Hardy model is adept at dealing with difficult conditions. A Hardy model may re-roll a terrain test once per turn (although the second roll must be used) and abilities that would limit a models movement or vision can be ignored on a successful roll of 6+ on 1D6.
Northern Water Tribe Healer (Winter Robes, Wooden Staff,)
Abilities:
• Purity
• Patriotic
• Rain
Ability descriptions:-
Purity: The Waterbender can call on the natural healing properties of water to cure ailments and heal minor injuries, aiding their allies and keeping them in good health.
This ability requires an Element Test and is used during the combat phase. If successful, the player selects one friendly model in 10” of the Waterbender. The player may choose either to give the model +1 Hit Point (up to its regular amount, but not over) or they may remove a Negative Status Effect from the model. The Waterbender cannot use this ability on themselves or on models involved in a melee.
Rain: The Waterbender raises their arms and summons rainfall, lifting the spirits of the Water Tribe, but dampening the resolve of the enemy.
This ability is used in the Move Phase, requires a successful Element Test and the casting model cannot take any other action until the following move phase. The Waterbender summons rainfall for this turn, impeding ranged combat and supporting Water Tribe formations.
All projectile ranges are halved for the duration of this turn (friend and foe), and enemy models must pass a dodge test in order to move fully. If they fail then they can only move at half their regular move (rounded up). They may still charge full distance however.
Members of the Water Tribe are unaffected by the movement penalties, as are individuals using any movement boosting abilities. Also, Water Tribe members will receive a +1 to their Combat Score for the duration of the turn.
If the casting model is KO’d, then this ability instantly ceases.
[Note] In terms of arming and combat, I’ve decided to keep it very simple. When two models enter close combat, both roll a dice and the highest roll wins the combat (much like Space Hulk). However, there will be various modifiers which will raise and lower this ‘Combat Score’ so models tooled toward close combat will still have an edge even though one dice is being rolled. The things that will affect the Combat Score will be things like the models weapons, any special abilities they have or are under the effects of, are they in cover, are they supported by a friendly model and their actual physical status as well. Also, the dice are rolled at the same time, so there is no sort of Initiative or ‘who hits first’ system. I’m trying to get as much as possible in this game working in a real-time, equal fashion. I also hope that this will make combat a very quick and decisive factor in the game.
Zuko (Imperial Armour, Fire Nation Long Sword)
[note] Similar to ‘vanilla-Aang’, this model represents Zuko at his earliest and most basic level (story-wise, this is him just after exile). We will of course look into making versions such as Crown Prince Zuko and the Blue Spirit, but we’ll stick with what’s simple right now.
Abilities:
Patriotic
Fireball
Flame Kick
Impulsive
Ability Descriptions:-
Fireball: The most basic form of firebending, but by no means the least dangerous. The firebender shoots a ball of white-hot flame from their fist toward the foe, searing everything it comes into contact with.
This ability requires an Element Test. The firebender may shoot a fireball as a projectile weapon in their own Combat Phase with the following stats:
Range: 15”
Strength: 3
Traits: N/A
AP Cost: 2
[note] AP stands for Ability Points, and every model in the game generates them. Each model has its own set amount (for example, most standard models have 2AP to use per turn) and this amount goes toward using their abilities. However, at the start of each turn both players roll a D3, and add the result onto every model in their troupes scores, which is called AP Bonus. So a standard Flameguard starts with 2AP, the controlling player rolls a 2 for AP bonus, so for that turn the Flameguard will have 4AP to draw on. This means he can use a single 4AP ability, 2x 2AP abilities or even 4x 1AP abilities. Once a model runs out of AP, they cannot make any move that requires AP till the next turn. Standard movement, Charges, melee and Advances do not require AP.
Flame Kick: Some firebenders are so proficient in their art, that they are able to generate flame not just from their hands, but their feet as well. This allows them to perform dazzling kicks, confusing enemies and dealing heavy damage.
This ability can only be used in melee, requires a successful Element Test and must be used before any combat rolls are made. If they roll is successful then the Firebender gains +1 to their Combat Score, and deals -1 to their enemies Combat Score. If the Element Test is failed however, then the firebender suffers -1 to their Combat Score.
Impulsive: Some warriors in the Four Kingdoms are known to be brave and beyond reproach, but others are known to be foolhardy and not always considerate of what consequences their actions might have. These warriors will always be at the forefront of battles, even if the odds are stacked heavily in their favour.
The model has an impulsive nature, and always takes the first opportunity to leap into the fray. If the model ends the Move Phase within 6" of an enemy model, then they must charge it in the combat phase. They are not allowed to fire any projectiles before charging. If an enemy ends it's movement phase within 6" of an Impulsive model then the Impulsive model must charge that model as soon as it can, and cannot make any other move. Also, if multiple models are within range, then the closest one must be charged, failing that roll a D2 to decide.
Fire Nation Guardsmen (Imperial Armour, Fire Nation Long Sword)
Abilities:
• Patriotic
• “For The Fire Lord”
Ability Description:-
“For The Fire Lord”: The warriors of the Fire Nation are taught from birth that they are the supreme example of culture in the Four Kingdoms, and that they owe their fealty and lives to their master The Fire Lord. In their minds no one can stand against the will of their liege or the might of their steel.
This ability is activated during the Combat Phase, before the model has charged. The charging Fire Nation model gains +2 to their Combat Score for that turn. This ability can only used by the model once per game, and can only be used by Troupes on the side of Yang.
[note] As mentioned in my very first post, there are no good or evil sides in Avatar, but they are separated into the sides of Yin and Yang. The Yin side contains the Avatar and his allies, and the free peoples of the Four Kingdoms whereas the side of Yang contains The Fire Lord, his armies and allies and individuals who do not necessarily support the Avatar. Certain abilities and characters can only be specifically used by one of these sides, and it also affects what warriors and allies you can have as well.
Fire Nation Flameguard (Imperial Armour)
Abilities:-
• “For The Fire Lord”
• Fireball
• Burning Earth
Ability Description:-
Burning Earth: Warriors of the Fire Nation are trained to work not only as an individual soldier, but also work as part of the Nation itself. To this end, Firebenders are able to combine their powers to combat the enemy, and deny them valuable territory.
This ability requires two friendly models with the “Burning Earth” ability to be within 5” of one another. This ability is activated at the beginning of the Move Phase and uses the full amount of both models AP. Both models must also pass an Element Test to use this ability. If one fails their test, the ability is cancelled and the AP cost is also deducted.
Choose an area of the board within 10” of either model. This area instantly catches on fire. Place the Medium Blaze Template on the area. Any model within the area must instantly take a dodge test. If they fail said test, they instantly suffer D3 hits with armour working as normal. Regardless of outcome move said model immediately to the very edge of the Template.
The Template remains in play for a further D3 turns, and counts as Hazardous Terrain. Projectiles cannot be fired through it. Once the D3 turns have passed, remove the template from the field at the beginning of the Move Phase.
[note] I like the idea of modular terrain, as these are people that use the very elements themselves to fight. So I will make various templates to represent effects on the field, making the game very dynamic.
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This message was edited 9 times. Last update was at 2009/09/17 14:19:36
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![[Post New]](/s/i/i.gif) 2009/09/10 00:16:30
Subject: Avatar
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Malicious Mandrake
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This sounds completely sweet! An idea with Aang would be that you could shape him to your own tastes with different powers depending on the number of points you are willing to spend, but must have purchased all of the powers of the previous element before you may get powers from the next element. Eg. you must buy all air powers before purchasing water powers. Also, in a LOTR-ish sense, players could re-enact major scenarios, such as the battle for Basing-se, or even the attack on the fire nation in a kind of "Apocalyptic" game. The fire Lord could be Sauron-esque, and the Avator could be a kind of uber-flexible, ultra pawnage GOD at this point, him being the only one who can finish the fire Lord. Please send me the rules once they are finished, sounds fantastic!
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![[Post New]](/s/i/i.gif) 2009/09/10 09:16:55
Subject: Re:Avatar
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Fully-charged Electropriest
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We have been mulling around with the idea of a 'custom build' Aang for players to use, but right now we are going to stick with the 'set' Aang characters to avoid Imbalance. Don't worry though, there will definately be an Avatar Aang character, who will as you say 'pwn'
And yeah, we're working toward doing historic battles and key moments in the war with the Fire Nation, but we're just starting small the now  the skirmishes we've been testing have had about seven models per side, so a battle with, say, 50+ models could be mite confusing :p but here's hoping!
Thanks for your support btw man  good to have a fellow believer
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![[Post New]](/s/i/i.gif) 2009/09/10 09:49:03
Subject: Avatar
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Malicious Mandrake
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Hehe... happy to provide support. I am determined that this idea will grow and develop, simply because I think it is so awesome! Think of all the modelling projects this could generate! Imagine if this took off, and someone modelled the city of Basing-Sai! How cool would that be! Whilst I realise that the chances of the aforementioned are very low, even just playing a simple game of this would be sweet. Keep the inspirational ideas coming, I'm rooting for this project's success!
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![[Post New]](/s/i/i.gif) 2009/09/10 14:33:55
Subject: Re:Avatar
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Fully-charged Electropriest
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So now we have our playing field, we have both our forces, we have a bugger-load of dice and we’re both hungry to win. So now all we need is the actual rules to play by. Here is what we have so far, and allows us play in a loose sense.
The Turn
Much like many other tabletop skirmish games, Avatar is split into turns with easily identifiable phases. Certain things happen each turn, and in a certain order to keep things flowing nicely. However, if you forget to do something at the right time don’t panic. Most opponents will understand, and if you both agree that it’s ok you can do things slightly out of sequence.
Avatars basic Turn Structure is as follows:-
• Phase One: The Move Phase
• Phase Two: The Combat Phase
• Phase Three: The End Phase
Every turn consists of these three phases, and a turn is officially over after the end of the End Phase. Each turn begins with the Move Phase. Each turn is officially over when both players agree that everything that can be done that phase is done.
The individual phases allow players to take certain actions with their Troupes, with each action and ability having a very specific time to happen. As stated, so long as both players agree, the order can be quite lax, but if a tournament version of the game is ever created then the order must be adhered to. The Phases are split up as follows.
The Move Phase
• Ability Point Bonus Roll
• Standard Movement
• Taking Cover
The Combat Phase
• Projectiles and Ranged Combat
• Removal of Ranged Casualties
• Charges
• Melee
• Removal of Melee Casualties
The End Phase
• Advances
• Tallying of Turn Score (if playing scoring mission)
• Turn Ends
The Move Phase – A Breakdown
• Ability Point Bonus Roll – All players roll a D3 at the very start of the Move Phase to determine how many extra AP their warriors will get for use during the turn. Every warrior will receive the extra amount indicated by the dice roll for use in that turn. Also, this roll happens every subsequent turn as well. E.g. Player One rolls a D3 and scores a 2, he has three warriors in his troupe, two of which naturally have 2AP and the third has 4AP. After the roll two of them will have 4AP to call on that turn, while the third will have 6AP to use. The next turn he only rolls a one, so two warriors would have 3AP and the third would have 5AP.
• Standard Movement – Each model has a Move characteristic in their profile, which represents how far the can move in inches per Move Phase. It is at this moment that each model can move up to his maximum Move limit. Movement is taken in turns, so both players move their troupes in one Move phase. Each troupe moves all its members before the other, and only after all troupes have moved (or chosen not to move) that the next part of the phase begins.
[note] I have always liked the idea of two groups moving within the same phase, so no shooting or combat can happen until after each player has moved their characters. This means that players can react more quickly to developing situations, as opposed to doing everything in one turn and then having to wait out your opponents turn. It also means that games can become quite tense as games of Cat & Mouse can develop with models flitting between cover, retreating and flowing round enemies. I am quite tempted as well to have a Priority Roll each move phase, so that the order of movement is never the same, however, we’ll just stick with regular turn order the now.
• Taking Cover – Any model that begins its Move Phase in Medium or Dense cover may choose not to move at all, and can instead Take Cover. If a model does this, it exhausts all it’s AP, but effectively counts as having a Wall Shield that is immune to Shield Breaking. Coupled with that, enemies need to take a Perception test before they can fire on that model with projectiles or charge the model. The model counts as Taking Cover till the beginning of the next Move Phase. Once this part of the Phase is officially over, then the Combat Phase begins. The model cannot move from its covering position until the next Move Phase, where it may move again, or choose to Take Cover for another turn.
[note] Because the game is played with such small amount of models, I tried to make them as survivable as possible, and I like the idea of units sheltering in whatever they can find in situations of need. The Wall Shield is one of the best shields in the game, conferring a 3+ Shield Save to the unit, which they get alongside their regular armour and any other shields they are already carrying. However, I will be introducing abilities that nullify such cover, so Taking Cover will become a very tactical decision.
The Combat Phase – A Breakdown
•Projectiles & Ranged Combat – The first part of this phase allows units armed with ranged weapons and abilities to use them. Individual projectile weapons have different strengths and ranges, but the process for firing them is the same.
1. Select the enemy unit you wish your unit to fire at.
2. Measure the distance to ensure they are within range, if they are not then they cannot be fired upon by that unit, and the units shooting ends.
3. If they are in range, the roll a D6 and add the total to your units Ranged Score, also taking into account any modifiers (i.e.: cover, firing from a hill, buffs and abilities) with the opponent rolling a D6 and adding it to their Dodge Score (plus or minus modifiers as well). If the firing model scores highest then he scores a hit, if the enemy model rolls highest then it dodges the blow.
4. If the firing model wins the roll off then the enemy unit may take their armour throws as applicable.
5. If the enemy unit fails its rolls to defend itself then it takes a hit off its Hit Points. Any unit that’s HP reaches zero is removed from the game as KO’d.
[note] Shooting in Avatar works quite differently from shooting in GW games. It borrows the range guessing, so you aren’t allowed to measure the distance before shooting. This of course means you need to be pretty sharp with your guesses as a round of firing is wasted if you guess wrong. You still have a ‘roll to hit’, but it works similarly to the Melee combat in which each unit rolls a dice, modifies the roll depending on their situation and compares the rolls. I like this because it’s more dynamic than the whole ‘roll to hit, roll to wound, save’ system, plus both players are playing at the same time so it keeps the interaction constant.
The shooting and dodge rolls both have numerous modifiers, so players can maximise their chances to hit an opponent with careful planning, whilst models being shot at can also increase their chances of survival. The most commonly found modifiers are;
Shooting:-
• Standing on Higher Ground +1
• Firing from medium/dense cover +1
• Friendly units within 5” +1 (not per model)
• Target out in open ground +1
• Target in light cover -1
• Target in medium/dense cover -2
Dodge
• Standing in medium/dense cover +1
• Firer in open ground +1
• Under Movement impairment -2
There are obviously other factors that can affect these like Line of Sight and Abilities. The simple rule is get to the models perspective, if you cannot see your target then it isn’t in line of sight. And some abilities improve or hinder both dodge and shooting, but they will be outlined in the Ability Description. If for any reason the shooting score hits zero, then the shot is labelled an Impossible Shot and cannot be taken. Same with the doge roll, if the score ever hits zero then the model cannot avoid the shot.
[note] In terms of modifiers, the positive modifiers should always be applied before the negative, this avoids confusion.
So for example Model A has a Ranged of 2 and Model B has a Dodge of 2.
Model A is standing on a Hill with a friendly model 2” away, but isn’t near any cover.
Model B is standing in Dense Cover, but it has a status of Limping
Model A rolls a 3 for Shooting on D6
Model B rolls a 2 for Dodge on a D6
Model A’s Score is 5 – (Ranged 2 + 1 +1 + 3 = 7, -2 = 5)
Model B’s Score is 4 – (Dodge 2 +1 +1 +2 = 6, -2 = 4)
So in this instance, Model A successfully fires at, and hits Model B.
The shooting works similarly to the movement, one player does all his/her shooting, then the next player and so forth. After all the shooting has finished then the phase continues.
• Charges – This part of the phase allows players to launch their models into close combat with their foes. All units in the game can charge up to 6” (unless otherwise stated) to bring them in base-to-base contact with an enemy unit. Two units from opposing sides whose bases are touching count as being in melee. The correct process for charging is as follows:-
1. Select Unit you wish to charge with, and the unit they wish to charge at.
2. Measures the distance between both models, if it is within 6” then move your model into contact with the other. If it is over, then move the unit to the full 6”anyway, but not into base contact.
3. Move onto next charging model, until all have charged, then opponent runs through same process.
[note] This is one of my favourite parts of the rules made so far. In the games that I and Darren played charges were incredible game-changers, and even the slightest misreading of distance on our part could end in disaster. Charging models get a +1 bonus to their Combat Score, so if you charge someone only to find they are out of range, then the intended target can immediately charge you instead, robbing you of the +1 bonus, which sometimes is the only thing standing between a win and a loss.
• Melee – This part of the phase is were models who have charged this turn, and models still involved in melees from previous turns fight in close combat.
When two models enter melee, or are still in melee from a previous turn then both roll a dice and the highest roll wins the combat. However, there are various modifiers which will raise and lower this Combat Score. The most general modifiers are as follows
• Model successfully Charged this Turn +1
• Model is armed with 2-hand weapons +1
• Model is charging out of medium/dense cover +1
• Model is in medium/dense cover +1
• Friendly model also in same melee +1 per model
• Enemy Model is armed with a shield -1
• Model is charging into medium/dense cover -1
• Model fired this Combat Phase -1
• Model lost HP this turn -1
Whoever scores the highest roll after all modifiers have been applied (positive then negative, just like shooting) is the winner of the combat, and inflicts a hit onto the enemy models HP. The model that loses the combat can of course take any armour & shield saves they are permitted to take. If they fail then they take a hit to their HP (or multiple depending on the weapons being used by their opponent). If either of the combatants HP hits zero then they are removed from play as KO’d. The model that is left after the KO is the winner of the melee. Models cannot leave Melee until all their melee opponents have been KO'd.
In a circumstance where multiple models are involved in one melee, then the rules remain the same, only a dice is rolled for each model in the combat, and modifiers are applied as normal.
[note] An example of this would be as follows. Player A has 2 warriors in open ground who both successfully charge a warrior belonging to Player B. Player B’s model is in medium cover. Both of Player A’s warriors have two hand weapons, while Player B’s has a shield and also fired this turn.
Player A rolls two D6 because he has two warriors in the melee, and player two rolls one.
Player A scores a 2 for one warrior and a 4 for the other. Player B also scores a 4.
Player A calculates his scores as follows:
D6 Roll +2
Successful Charge +1
Duel Hand Weapons +1
Friendly model in same melee +1
Charging into Cover -1
Enemy has a shield -1 = The score is 3
His other warrior scores a 5 because of his higher roll on a D6.
Player B calculates his score:
D6 Roll +4
Model in medium cover +1
Model Fired this turn -1 = The score is 4
So in this combat, Player A’s warrior who scored 3 takes a hit from Player B’s warrior because his Combat Score was higher (4>3). However, Player B’s warrior also takes a hit because the second warrior owned by Player A scored higher than him (5>4).
Armour Saves & Shields:
A completely separate note, but one to know for ranged and melee combat. Unit’s can wear different types of armour that denote a Saving Roll. A Saving Roll can be used to stop the unit taking damage from an attack. Essentially, whenever a Hit would deduct points from the models HP, they can make their Saving Roll.
The standard armours worn by the Four Nations are listed below:
• Robes - 6+
• Light Armour - 5+
• Medium Armour – 4+
• Imperial Armour - 3+
This is not an exhaustive list of armour, as there are many types that are unit or character specific. The number indicates the number needed on a D6 to deflect an attack, so Robes would need a roll of a 6 on a D6 to stop damage, whereas the far more effective Imperial Armour would deflect on anything over a 3.
Coupled with that, characters can carry shields. A shield gives the character a completely separate Saving Roll coupled with their regular roll, and characters that have shields are vastly more difficult to KO than non-shielded. In effect, a character with a shield has two separate Saving Rolls to stop attacks with.
The standard Shields used by the Four Nations are listed below:
• Wooden Shield - 6+
• Buckler - 5+
• Broad Shield - 4+
• Wall Shield - 3+
Again, this is not an exhaustive list, and there are various specialist shields in the game.
[note] I was always slightly annoyed by WHFB and its approach to shields. I appreciated the greater protection afforded by the shield, but felt that having it as a modifier didn’t really reflect the effectiveness of shields.
In Avatar, a model with a shield and armour gets a saving roll for both, on separate coloured dice at the same time. This is to give the impression that the warrior is using his shield to stop an attack, and if that fails then realistically his armour must bear the brunt of the attack.
So for example, if a warrior equipped with Light Armour and a buckler is hit by an arrow, then he rolls a red dice to represent his armour (of which he needs 5 or more) and a black one to represent his shield (of which he also needs a 5). If either Saving Roll succeeds, then the arrow is deflected. If neither roll succeeds then the arrow strikes home and the warrior takes a hit to his HP. If both succeed then there is no bonus effect, just a smug feeling of satisfaction at how awesome your unit is.
Shield Breaker: An important note of interest is characters, weapons and powers that have the Shield Breaker ability. These weapons negate the use of any shields or armour, so the model would lose all its Saving Rolls. These weapons and attacks are rightly feared, and make a mockery of even the heaviest armour.
The End Phase – A Breakdown
• Advances: Advances are moves that models can make after they win in a melee, or actually move during the course of a melee.
If a friendly model is in melee combat with an enemy model, and the enemies HP is reduced to 0 then the friendly model is the winner of the combat and can immediately make an Advance during the end phase. Move the model 6” in any direction, but not into direct combat with an enemy (so no charging in the End Phase). Certain models can advance farther than others, and some cannot advance at all, but these will be outlined in the unit’s description.
Generally, once a unit is involved in melee, they cannot leave it until it or its enemy is KO’d. However, some models have the Combat Distraction ability, which means that they may willingly leave a melee in the end phase and immediately move 6” away from that enemy model (again not into combat with another model). These models are naturally slippery opponents, and are notoriously difficult to KO.
• Tallying of Score: In certain scenarios and missions, performing certain action during the turn generates Battle Points. These actions range from KO’ing enemy models, securing certain sections of the board, or protecting features and characters on the map. At the end of each turn, tally up the Battle Points for each player. At the end of the game (usually after an agreed number of turns) tally up the totals for every turn, and the player with the highest score wins.
• Turn Ends: This is the end of the turn. Once all players are happy that everything that can be done has been done, then the next turn begins. The new turn again begins with the Move Phase.
[note] The Order in which things are done each phase are constant, so if player A goes first in the Move Phase, then he/she will go first each subsequent Phase. Whether or not this order will be constant throughout the game is yet to be finalised, as I am thinking of introducing a Priority Roll system to make the game more dynamic. Right now, for ease of use however, I’ll stick with fixed turn order.
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This message was edited 12 times. Last update was at 2009/09/16 10:42:38
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![[Post New]](/s/i/i.gif) 2009/09/16 16:11:34
Subject: Re:Avatar
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Fully-charged Electropriest
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Model Traits
Every model in Avatar has a distinct set of traits that set it apart from other models. These traits allow you to select the ideal model for each situation, and allow you to tailor your force to your own design. Every model has the same type of traits, but they obviously vary between models. The traits are as follows.
• Movement
• Ranged
• Melee
• Dodge
• Elemental Harmony (Chi)
• Hit Points (HP)
• Action Points (AP)
• Morale
• Equipment
• Special Abilities
[note] I have tried to avoid falling into the pitfall of many gaming systems, in which they are just a slightly altered version of already existing games. So I’ve tried to keep each models stat-bar a simple and easy to use as possible. A lot of Skirmish games have the tendency to become bogged down in Stats modifiers, whereas I view a Skirmish game as being the easier to manage and quicker cousin of a full-blown war-game. Plus, this smaller Stat Bar means that when we eventually do touch on bigger battles, the stats will be equally as easy to use and manage.
Each model has these traits, with different scores and rules for each. The exact descriptions for what each mean in the context of the game follows below:
• Movement: This number represents how nimble the character is, and represents the number in inches that the model may move in its Movement Phase.
• Ranged: Represents how accurate the model is using ranged weapons and targeting enemies from afar. The number in this slot is the Base Score for ranged combat. The higher the number, the easier it is to hit ranged targets.
• Melee: Represents how skilled a fighter the model is, and how easily it handles itself in close combat situations. The number in this slot is the Base Score for melee combat. The higher the number, the easier it is to defeat models in melee combats. This number also represents the models strength when assaulting static targets, vehicles and structures.
• Dodge: This represents how quick and dexterous the model is, and its ability to avoid injury. This number is used as the Base Score for Dodge Tests. The higher the Base Score, the better the model is at avoiding injury.
• Hit Points: The physical number of 'hits' a model can sustain before being KO'd. Once the HP counter hits 0, the the model is KO'd and removed from the game. Certain abilities can bring back depleted HP, whilst others still can increase the base amount, Models with a higher HP total can take more punishment than models with fewer.
• Action Points: The physical number of Action Points a model has to spend during a single turn. Also refferred to AP. Certain abilities and effects modify AP, so this number is used as its 'base value'.
• Morale: How easily the model deals mentally with combat and certain situations, and how likely they are to run away or hold their ground when the going gets tough. Used primarily during Morale Tests by rolling 2D6 and comparing the score. If the score is equal to or under the Morale Value then the model passes, if it is over then the model fails.
• Equipment: What weapons, shields, armour and special items the model carries. Many units carry certain equipment as standard, and all models in the game can add to their equipment. A model can use multiple bits of equipment in a turn (unless otherwise stated) but can only use one type per phase (so a model could fire a crossbow in the Combat Phase, and then assault a model with a sword and shield but it could not fire a crossbow and a bow, and then assault with two shields)
• Special Abilities: Many of the denizens of the Four Kingdoms possess fantastical abilities, whilst others have less supernatural but equally as effective and useful abilities to bring to the battle. All of the units abilities will be listed under this banner, and some units an even purchase additional abilities.
Status Ailments
In games of Avatar, models will be affected by various factors which will make them either less or more effective in the game. These Status changes can be brought on by various things such as Abilities, enemy attacks, wildlife and the actual battlefield itself. When a model suffers from a Status Ailment, place the corresponding Status Counter next to the model. The Status affects the model immediately, and lasts for the time set in the status description.
Man characters have weapons or abilities that cause these Status changes, and when used in conjunction with other units can effectively KO or control the paths of enemy units. Never underestimate a unit with Status Changing abilities. The standard Status changes are as follows:
• Chakra Block
• Dazed
• Despair
• Enrage
• Limping
• Poison
• Stunned
• Vengeful
Chakra Block: A Chakra Block is an effect that effectively stops the character from accessing their Chi, thus nullifying many of their abilities. The models Chi is reduced to 0 for the duration of the effect, and any powers or abilities that require an Elemental Test are immediately failed. This effect last till the next subsequent Phase in which it was applied (i.e.: If the model fell under a Chakra Block during its Move Phase, then the effect would last until the following Move Phase)
Dazed: A Dazed model has somehow been dazzled and cannot effectively see its surroundings or detect nearby models. A Dazed model can rolls two dice for all its Combat and Ranged Scores and chooses the lowest roll as its Score. Also, all it’s ranged and charge moves are halved for the duration of the effect. At the beginning of each subsequent turn roll a D6. On the roll of a 5 or 6 the dazed status is lifted. Any other roll and the Dazed still apply.
Despair: Some characters are able to trigger fear and despair in the enemy, either with their frightening visage or their threatening reputation. Any model struck by despair cannot charge enemy models, and suffers a -2 modifier to all shooting. They may defend themselves as normal if charged, but suffer a -2 modifier to their combat score. This effect lasts until the beginning of the next turn.
Enrage: Some characters fall into a deep rage at the enemy and need to be held back by their allies and friends for risk that they would be lost to their own aggression. A model who is Enraged must make a Charge move if an enemy model is within charge range during the Charge Phase. The affected model gains a +2 modifier to its combat score. If it wins a round of melee combat, roll a D6. On a roll of 1 -3, nothing happens and the game continues as normal. On the roll of a 5-6, the model immediately takes a single Hit to its HP with no saves possible to represent its blatant disregard for its own safety. This effect lasts until it is removed by an external effect, ability or item.
Limping: The model has suffered a leg injury and finds movement difficult. All movement distances including charges, advances and Moves are halved (rounding up). Limping time scales are dependent on what has caused the Limping Status.
Poison: The model has been inflicted with a deadly malady, or bitten by a poisonous creature. The model will suffer an instant hit to its HP at the beginning of every subsequent Move Phase until the Poison is cured. This happens if the model is involved in melee as well. If a model affected by poison has its HP reach 0, then it is removed as KO'd.
Stunned: The model has taken a severe hit and is partially conscious. A stunned model can make no action at all until the beginning of the next Move Phase. It is automatically hit by projectiles, and its combat score is automatically 0 for the affected Combat Phase. It cannot make any movement whatsoever, or use any of its weapons, items or abilities.
Vengeful: A Vengeful model thinks only of defeating its enemies, and harbours a deep enmity toward its foes. A Vengeful model gains the Patriotic Combat Bonuses towards all enemies, not just ones from its opposing element. A vengeful model is vengeful until the status is removed.
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This message was edited 6 times. Last update was at 2009/10/16 09:08:41
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![[Post New]](/s/i/i.gif) 2009/09/16 16:18:19
Subject: Avatar
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Dominating Dominatrix
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I always thought that Avatar would be a great setting for a Pen & Paper RPG.
What do you use for minis?
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![[Post New]](/s/i/i.gif) 2009/09/16 16:21:46
Subject: Re:Avatar
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Fully-charged Electropriest
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Right now, we're using carboard printoffs based on 40K bases (I know, glamorous right) but when I get paid I'm going to start converting up some actual models to use. If you're going to use these rules yourself, just stick with 40K bases and go crazy with whatever models you want to represent your dudes ^^
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![[Post New]](/s/i/i.gif) 2009/09/17 12:25:10
Subject: Re:Avatar
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Fully-charged Electropriest
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Troupe List
Now we have our rules, we have our traits list and we have our battlefield. Now we need our Troop Lists and how they work:
Water & Air Troupe
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Aang, The Last Airbender
• Movement - 7
• Ranged - 4
• Melee - 4
• Dodge - 5
• Chi - 5
• HP - 5
• Equipment
Wooden Staff, Nomad Robes, Chi-Flow Tattoos
• Special Abilities
1. Air Scooter
2. Sudden Gust
3. Air Deflection
4. Heavy Gust
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1x Northern Water Tribe Healer
• Movement - 6
• Ranged - 2
• Melee - 2
• Dodge - 3
• Chi - 4
• HP - 3
• Equipment
Winter Robes, Wooden Staff, Vial of Pure Water
• Special Abilities
1. Patriotic
2. Rain
3. Purity
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5 x Southern Water Tribe Warriors
• Movement - 6
• Ranged - 3
• Melee - 4
• Dodge - 3
• Chi - 2
• HP - 5
• Equipment
Light Armour, Harpoon, Boomerang
• Special Abilities
1. Patriotic
2. Hardy
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Fire Nation Troupe
Zuko, The Exile
• Movement - 6
• Ranged - 5
• Melee - 5
• Dodge - 3
• Chi - 4
• HP - 5
• Equipment
Imperial Armour, Fire nation Long Sword
• Special Abilities
1. Patriotic
2. Fireball
3. Flame Kick
4. Impulsive
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2 x Fire Nation Guardsmen
• Movement - 6
• Ranged - 2
• Melee - 4
• Dodge - 2
• Chi - 2
• HP - 4
• Equipment
Imperial Armour, Fire Nation Long Sword
• Special Abilities
1. Patriotic
2. “For The Fire Lord!”
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2x Fire Nation Flameguard
• Movement - 6
• Ranged - 2
• Melee - 4
• Dodge - 2
• Chi - 3
• HP - 3
• Equipment
Imperial Armour
• Special Abilities
1. “For The Fire Lord”
2. Fireball
3. Burning Earth
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[note] We’ve received some good feedback thus far from some of the nice folk at DakkaDakka, some folks from an Avatar fan site and also folk at our FLGS, but one thing people have been asking about is our Armoury List, essentially, what each individual weapon, piece of armour, shields and special items do. Now we’re working night and day (or more realistically when I have time) and have compiled quite a large list for the armoury, but I don’t want to post it half-formed (I have a terrible bad habit of doing that). So an armoury list is in the works.
Another thing we’re keen on getting out soon is the Army Lists, which are shaping up to be individual, smooth and fun to play and balanced (for now, lol). So far we have the rough working for the following:
• Team Avatar (ofc)
• Southern Water Tribe
• Northern Water Tribe
• Fire Nation Imperial Navy
• Earth Kingdom Royal Army
• Earth Kingdom Dai Li Infiltrators
• Kyoshi Warriors
• Sand Bender Ambushers
These are just rough lists the now and we hope to have the following down very soon as well:
• Fire Nation Imperial Army
• The Court of the Fire Lord
• King Bumi’s Army
• The Order of The White Lotus
• Fire Nation Rebels
• Foggy Swamp Tribe
• Earth Kingdom Mercenaries
We’re also hoping to have previous Avatars as well, so these can represent Troupes from different time periods. Of course, these’s nothing to stop you having a Troupe led by Aang facing off against a troupe led by Fire Lord Sozin. Although these two characters were alive at different time periods, so long as everyone playing agrees, then you can do whatever makes the game most fun for everyone.
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This message was edited 5 times. Last update was at 2009/09/17 14:38:33
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![[Post New]](/s/i/i.gif) 2009/09/28 17:33:49
Subject: Avatar, Battles In The Four Kingdoms - A Blog on The Birth of A Skirmish Game
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Fully-charged Electropriest
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We're now in the process of collating and smoothing out all these trial rules into a PDF document  it'll include the rules, the armoury and the first proper battle reports between myself and darren, and a large 2v2 battle we did along with two folks from our FLGS. coming soon
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![[Post New]](/s/i/i.gif) 2009/10/11 11:07:40
Subject: Re:Avatar, Battles In The Four Kingdoms - A Blog on The Birth of A Skirmish Game
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Student Curious About Xenos
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Woah, this is brilliant, id love to play a game, but unfortunately i live in an area with a distinct lack of avatar fans  I cant wait to see how this turns out! Id love to help if theres anything I could do!
also what about sun and moon thing? would you give rules to represent that? I mean at full moon, Katara can bloodbend, and that would be freaking awsome!
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This message was edited 1 time. Last update was at 2009/10/11 11:10:45
Dark Saints 1500 and growing
Rebel Grotz! 750 points- 8 of which are painted
Only The Strong Walk The Way Of The Converter
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![[Post New]](/s/i/i.gif) 2009/10/11 18:46:19
Subject: Avatar, Battles In The Four Kingdoms - A Blog on The Birth of A Skirmish Game
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Bonkers Buggy Driver with Rockets
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Interesting.
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They dont call me Garybrandy for nothing!
how is it off topic? we hardly know what the topic even is!
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![[Post New]](/s/i/i.gif) 2009/10/12 13:38:38
Subject: Re:Avatar, Battles In The Four Kingdoms - A Blog on The Birth of A Skirmish Game
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Fully-charged Electropriest
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[note] so we've finally finished our roster of Troupe Lists, and we're quite happy with what we've come up with. Most of the lists on each side can be combined or editted to make new Troupes, and we've also added a Neutral Forces list to further auugment each side. Many of these lists are written, with all of them being at least 60 - 65% complete. These are all our canon-lists (lists based on aspects and characters from the actual show), and we may look into making new and original lists later on.
Forces of Yin
• Team Avatar
• Southern Water Tribe
• Southern Water Tribe Fleet
• Southern Air Nomads (Historic Units)
• Kyoshi Warriors
• Omashu Army (Omashu Rebels)
• Tyro’s Earthbenders
• Spirit Realm Allies
• The Gan Jin Tribe
• The Zhang Tribe
• Lin Yee’s Warband
• The Mechanists Troupe
• Northern Water Tribe
• Hahn’s Infiltrators
• General Fong’s Border Guard
• Huu’s Fern Beats
• Foggy Swamp Tribe
• General Sung’s Commandos
• Earth Kingdom Royal Guard
• The Painted Lady
• Earth Nation Armoured Corp.
• Sun Warriors
• Ran & Shao
• Order of The White Lotus
• The Line of Avatars (historic unit)
Forces of Yang
• Zuko’s Avatar Hunters
• Zhao’s Navy
• The Warden Rig Guard
• Fire Temple Sages
• Fire Nation Royal Navy
• Yuu Yan Archer Troupe
• Fire Nation Armoured Battalion
• Lo & Li (non-combatants)
• Team Azula
• Colonel Mongke’s Rough Rhinos
• Hordes of Chin The Great (historical)
• Rouge Earth Nation
• Minister Qin’s Mechanised Battalion
• Long Feng’s Dai Li
• Combustion man
• General Mung’s Coast Guard
• Sozin’s Royal Fireguard (historic units)
• Boiling Rock Guardsmen
• Fire Nation Air Force
• Southern Raiders
• Phoenix King’s Guard
Neutral Forces
• Jet’s Freedom Fighters
• Spirit Realm Allies
• Pirates
• The Blue Spirit
• June, Bounty Hunter
• Koh, The Face Stealer
• Badger Moles
• Xin Fu’s Arena Fighters
• Wan Shi Tong, He Who Knows a Thousand Things
• Sandbender Raiders
• Fire Nation Circus
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![[Post New]](/s/i/i.gif) 2009/10/16 11:55:26
Subject: Re:Avatar, Battles In The Four Kingdoms - A Blog on The Birth of A Skirmish Game
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Fully-charged Electropriest
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[note] Here is a sample Troupe List for Battles In THe Four Kingdoms. You should also note that and average game of Avatar starts at the 50pt margin, so while Team Avatar is obviously very powerful, they are quite expensive in game terms.
Team Avatar – 40 pts
Team Avatar is the name used to refer to Aang and whoever is accompanying him at any given time. This was usually Katara, Sokka, Appa & Momo, but Toph and Zuko joined later. The name of the group originated from Sokka.
Team Avatar, as of the end of The War, is notable for having at least one member from every nation, and at least one bending master of each of the bending arts. This makes Team Avatar a formidable fighting group, and they are capable of assaulting even the Earth Kingdom Royal Palace or destroying an Airship Fleet without outside assistance.
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Troupe Members:
Team Avatar consists of Aang - The Last Airbender, Sokka and Kitara.
You may add Appa and Momo to Team Avatar at an additional cost of +14 pts. Both must be taken at the same time.
You may add Toph to Team Avatar at an additional cost of +10 pts
You may add Zuko (Team Avatar) to Team Avatar at an additional cost of +10pts
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Name:
Aang, the Last Airbender
M - 6
R - 5
Me - 4
Dg - 5
Chi - 5
Hp - 4
Ap - 5
Morale - 9
Equipment : Wooden Staff, Glider, Nomad Robes
Special Rules:
- Air Scooter
- Sudden Gust
- Air Deflect
- Heavy Gust
- Avatar State
- Student of The Elements
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Name:
Sokka
M - 5
R - 5
Me - 5
Dg - 3
Chi - 3
Hp - 5
Ap - 5
Morale - 9
Equipment : Boomerang, Water Tribe Mace, Fang-dagger, Leather Armour
Special Rules:
- Warriors Pride
- Patriotic
- Tactical Mind
- Inventive
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Name:
Katara
M - 5
R - 5
Me - 4
Dg - 5
Chi - 5
Hp - 4
Ap - 5
Morale - 10
Equipment : Sacred Water, Family Heirloom, Water Tribe Robes
Special Rules:
- Purify
- Octopus Stance
- Water Whip
- Icicle Throw
- Icy Shield
- Wave Rider
- Typhoon
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Name:
Toph
M - 4
R - 5
Me - 5
Dg - 3
Chi - 5
Hp - 4
Ap - 5
Morale - 9
Equipment : Dojo Robes
Special Rules:
- See Without Seeing
- Rock Throw
- Rock Pillar
- Rock Armour
- Earth Skater
- Like A Stone
- Earth Deflection
- Metal Bender
- Terrain Shift
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Name:
Zuko (Team Avatar)
M - 5
R - 5
Me - 5
Dg - 3
Chi - 5
Hp - 5
Ap - 5
Morale - 10
Equipment : Dojo Robes, Twin Swords
Special Rules:
- Fireball
- Flame Kick
- Burn
- Lightning Redirection
- Proud
- Impulsive
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Name:
Appa
M - 4
R - 0
Me - 7
Dg - 2 (6)
Chi - 2
Hp - 8
Ap - 4
Morale - 7
Equipment : N/A
Special Rules:
- Flight
- Monstrous Creature
- Fire Phobia
- Mountable
- Wind Buffet
- Monstrous Roar
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Name:
Momo
M - 10
R - 0
Me - 1
Dg - 5
Chi - 1
Hp - 1
Ap - 3
Morale - 7
Equipment : N/A
Special Rules:
- Flight
- Tiny
- Nimble Defender
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Special Troupe Rules:
• Broken Formation – Team Avatar fights in a broken formation, and doesn’t need to maintain Unit Coherency during battle.
• Rallying Presence – Team Avatar are legendary in the Four Kingdoms, and simply fighting alongside them fills the Free Peoples with hope. All Friendly models and units within LOS of Team Avatar can re-roll failed morale, panic and pinning tests. The second result must be accepted.
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Individual Upgrades:
• Aang may take Prayer Beads at an additional cost of +3 pt
• Sokka may take any of the following upgrades at the pts cost specified:-
- Wolf Helm +2 pts
- Meteorite Blade +3 pts
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This message was edited 2 times. Last update was at 2009/10/16 12:04:11
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![[Post New]](/s/i/i.gif) 2009/11/06 20:52:20
Subject: Avatar, Battles In The Four Kingdoms - A Blog on The Birth of A Skirmish Game
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Slippery Scout Biker
Pennsylavania
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This so sound's awesome but what if your team one has Fire Nation led by Zuko while the other player plays Aang and Friends and he takes Zuko to how would that work? Either way cannt wait to see the PDF.
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![[Post New]](/s/i/i.gif) 2212/07/16 03:20:33
Subject: Avatar, Battles In The Four Kingdoms - A Blog on The Birth of A Skirmish Game
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Annoyed Blood Angel Devastator
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IIRC, the Avatars took diferent forms as he pasted onto a new life or something similar. So instead of having Aang how about a character called the Avatar and can be taken by all nations. There could Air Avatar, Fire Avatar, Water Avatar, Earth AVatar and a Master Avatar (being he/she knows all the elements).
I think it would be better like that so people can name the Avatar whoever they want and can be used in all eras.
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This message was edited 1 time. Last update was at 2009/11/07 03:21:17
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![[Post New]](/s/i/i.gif) 2009/11/07 19:00:51
Subject: Avatar, Battles In The Four Kingdoms - A Blog on The Birth of A Skirmish Game
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Fully-charged Electropriest
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General Stubbs wrote:IIRC, the Avatars took diferent forms as he pasted onto a new life or something similar. So instead of having Aang how about a character called the Avatar and can be taken by all nations. There could Air Avatar, Fire Avatar, Water Avatar, Earth AVatar and a Master Avatar (being he/she knows all the elements).
I think it would be better like that so people can name the Avatar whoever they want and can be used in all eras.
Much like War Machine, I'm avoiding letting folks 'build' units. For one thing, the previous Avatars are already pre-defined and very charcterful, and second, I want to avoid people exploiting the rules with uber-builds and taking the fun out of it ^^
Devlan wrote:This so sound's awesome but what if your team one has Fire Nation led by Zuko while the other player plays Aang and Friends and he takes Zuko to how would that work? Either way cannt wait to see the PDF.
Hmmm, interesting question. Suppose you would need to agree amongst yourselves about who gets to use him :p
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![[Post New]](/s/i/i.gif) 2009/11/07 19:34:39
Subject: Re:Avatar, Battles In The Four Kingdoms - A Blog on The Birth of A Skirmish Game
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Slippery Scout Biker
Pennsylavania
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Well perhaps its random captain 3 or something who is exactley same or maybe Koa the Face stealer stole his face and gave it to some on else yet he survied hck i dont know
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This message was edited 1 time. Last update was at 2009/11/07 19:35:38
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![[Post New]](/s/i/i.gif) 2009/11/10 13:25:00
Subject: Re:Avatar, Battles In The Four Kingdoms - A Blog on The Birth of A Skirmish Game
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Fully-charged Electropriest
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Devlan wrote:Well perhaps its random captain 3 or something who is exactley same or maybe Koa the Face stealer stole his face and gave it to some on else yet he survied hck i dont know
Unlikely, because if he stole Zuko's face, how exactly does the other Zuko still have it? :p again, it will just come down to a pleasant agreement or a roll-off to see who would use Zuko. If both sides are happy, and it isn't a 'fluff-game' then there's no reason why both players cannot use him
Also, there's no substituting characters or units because they are already well defined. Indeed, we've been working on different ranks of Fire Nation commander who are actually better than Zuko (ie: lack the impulsive special rule, have better powers and easier elemental tests). Zuko can easily be exploited by a good enemy player cause of his Impulsive rule.
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![[Post New]](/s/i/i.gif) 2009/11/11 03:35:17
Subject: Avatar, Battles In The Four Kingdoms - A Blog on The Birth of A Skirmish Game
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Slippery Scout Biker
Pennsylavania
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Cool when you get a PDF ready post it man cannt wait
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![[Post New]](/s/i/i.gif) 2009/12/30 21:38:16
Subject: Avatar, Battles In The Four Kingdoms - A Blog on The Birth of A Skirmish Game
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Fresh-Faced New User
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This looks good, got any further with it?
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