For the past year I have been toying with the idea of a 1 v 1 mini game. I love the idea of having a full customized mini that is one of a kind and letting it lose on others. I have some fluff down but it only sets the tone of the game allowing players to really expand on it. I’ve been a little more focused on the way it plays right now and less concerned with the story. It would be an arena style game with movement in squares and not inches (almost like hero clix) and with an
HP value, it would be played on a 4x4 (or smaller) board with obstacles and insta-gib pieces on the board. I’m in no shape a game creator and I’m only doing this for myself as it’s been something I’ve been wanting to do for awhile. The goal of the game is to kill your opponent, pretty simple. What I have so far........ I’m trying to keep the game very simple.
Really basic lay out.
Attacks how it works:
Attacking model has a set attack (say you have five) you charge and get an extra attack.
Once you have made all your attacks the Defender can attack back with there attacks if they have not pushed/slammed or grabed you and moved you from
B2B.
Attacking works off of 2'
D6 of course weapons will add either a +1 or some sort of abilities.
Attacks get targeted to body parts that have a
HP value. If a body part is reduced to 0 it suffers the following effects. If the HEAD is reduced to 0 the enemy is dead. You must roll a
D6 to see what body part has been hit.
Right leg reduced to 0=Halve your movement
Let Leg reduced to 0= Halve you movement
If both legs are reduced to zero you move only one sqaure.
Weapon Arm reduced to 0=weapon drops.
Shield arm (or other arm) reduced to 0= Item is dropped.
*If both arms are reduced to 0 all attacks are half damage*
For each successful hit subtract the weapons damage from the opponets
HP value of hit body part.
Defending.
I.E attacker rolls an 8 adding both dice rolls and after adding any modifiers from items selected.
The defender has to roll the same or higher to block. Of course items will add benefits to adding to your roll or subtracting from the attackers roll.
If you fail to meet or exceed the attackers roll you take the damage.
*ATTACK POSTION*
For the cost of an attack and once per attack phase. You may move along the 180 degree front arc of the defending model. Onc you move you give up an attack the the defending model must now change his front arch to face you. Some classes will have abilities that take advantage of this.
*PUSHING*
At anytime you can push the attack off, by doing so you forfeit blocking the rest of the attacks. And auto take the rest of the hits. If the PUSH goes off depending on your class the attacker get pushed some many squares back. Pushing will be determined off of class and will be assigned a number they must roll.
*GRAB*
This can be done by both the attacker and the defender. It will cost one attack and allows you to either grab the enemy and throw them so many squares in any direction or drop slam them down.
If a grab fails you take an auto hit to one of the ARMS and full damage (this does not use up one of the opponents attacks if you fail)
*SLAMMED*
Same rules as GRAB, However if you have been slammed you are now on the floor. The "None slammed model" may move around you changing your front arc. This better helps you set up an insta-gib say into a wall of spikes or a bath of acid! The only way to get up from being slammed is to roll an "intimidation test" The model that slammed you rolls a
D6 which you have to meet or roll higher then to stand. If slammed you may attack if still
B2B al halve damage and only able to attack the feet at two attack instead of your normal attack number.
I have some more ideas but this is what I have down right now. PLEASE this is my first time putting anything like this together and showing it so be nice

. Any help would be great I’m just trying to nail down the basics before I jump over to items and what not.
Automatically Appended Next Post:
The board will be set up in squares with objects placed that can insta-gib. If pushed or slammed in the object happens(being forced to be
B2B with the object) the forced model is killed and grants you the victory. Im also working on moving while in combate trying to set up the model to be insta-gibed. Staying
B2B but moving along the the base changing the back arc of the enemy. So you can slam or push them setting it up.