IT IS THE FIVE MILLIONTH YEAR OF THE THIRD CYBERTRONIAN WAR
Optimus Prime and a handful of his most daring loyalists have departed from Cybertron in the Ark, hoping to seek out new sources of energy to replenish the rapidly depleting Energon reserves of the Autobot resistance; Megatron gave chase in his Nemesis star cruiser, leaving the imperial Decepticon legion in the hands of Shockwave.
Under the leadership of Elita One, the Autobots make a desperate defense of the single stronghold still held by the rebels: Iacon. Hope soars, for now, that Prime will return soon (and with him, some much needed relief from the growing Energon drought) – but as the city & it's defenders are bloodied without mercy or relent by Shockwave's forces, a cancerous doubt spreads among some of the guerrillas that Iacon can really hold out until their champion's return...
“...I repeat, scramble all available Autobots to grid cell 0688 of sector 027! Decepticons have penetrated the outer perimeter and are attacking the storage vessels! Confirmed sighting of Trypticon in the area! Omega Supreme is on his way to the engagement, but he needs our support! Roll out!”
You're close now.
The air sizzles with weapon discharges & thruster emissions, and the strewn parts of slagged combatants rattle under your chassis. It took you too damn long to get here; you've missed most of the fighting.
You only narrowly avoid being turned into a puddle of glowing goo by a stray ion bolt as you roar into the debris field surrounding the feet of Omega Supreme & Trypticon. The struggle is heavily in the Decepticon monster's favor, as attested by a severed forearm of the mighty Autobot sentry.
Your conventional weapons can't do anything to help against Trypticon, but there's an anti-ship battery nearby; you might be able to reach it in time...
Five Decepticons land all around you, sneer, and charge. Five of the largest frakking Decepticons you've ever come face to face with.
What's that optimistic phrase Elita One always says? 'The bigger they are...'
The Autobot defenses are broken. Once you've slagged these few remaining runts and Trypticon has finished tearing Omega Supreme apart, the majority of Iacon's precious Energon reserves will be yours for the taking.
Shockwave will reward you handsomely for this decisive victory, especially in light of the string of embarrassingly botched recent campaigns.
Of course, these Autobots aren't smart enough to just go ahead and kill themselves – so, time to get to work...
WELCOME TO MINI-PHALLA: CYBERTRON EDITION
This is a Transformers themed mini for 30 players, with some crunchy mechanics. If you don't know what a Phalla is, this
post can help you out.
There will be a 25 player village (the Autobots) vs a 5 player mafia (the Decepticons). There will be a public list of combatants, but it will be not be public whom is playing which character.
Speaking of characters, you will be building (and naming) your own. After sign-ups are closed, I'll PM you to let you know whether you're an Autobot or Decepticon (and whether or not you have a special role), and then you'll then need to send me your character's specs.
There will be lots of crunchy stuff in the game, but it should be simple enough for Phalla.
The objective for the Autobots is to eliminate the Decepticons. The objective for the Decepticons is to outnumber the Autobots.
The first thing you need to do is come up with a name for your Transformer. If you need some inspiration, here's
a simple name generation chart (use it however you please).
The second thing you need to do is pick which of the 3 Autobot or Decepticon character classes you wish to play as:
4 Hit Boxes
Maximum Velocity : 3
Special Rule : Large Magazines - After playing any attack card, a Slab may discard another attack card instead of having the played card be discarded (it goes back into their hand instead).
Unique Attack Card (Secondary Ability): Plasma Cannon - Beam Weapon, 2 Damage, 4 Readiness cost If it damages an enemy, that enemy will lose 2 face down defense cards from their Readiness pool at random.
Unique Defense Card (Primary Ability): Ablative Plating - The Slab can only be dealt ½ a box of damage this turn.
4 Hit Boxes
Maximum Velocity : 4
Special Rule : Screen - A Barricade may block any attacks targeting one target ally this turn. They are considered the new target for these attacks and may defend themselves accordingly.
Unique Attack Card (Primary Ability) : Energon Welding Laser – Support, Heals 1 box, 2 Readiness cost.
Unique Defense Card (Secondary Ability) : Energon Barrier – Negate any attack made on target ally. They cannot be targeted by enemy attack cards next turn.
2 Hit Boxes
Maximum Velocity: 5
Special Rule : Sneak Attack - When attacking an enemy that did not target it with any attack cards last turn, or that has a lower Velocity value than it, a Dart will inflict an extra ½ box of damage and it's attacks can only be defended against by revealing two identical legal defense cards.
Unique Attack Card (Primary Ability) : Vaulting Kick - Melee, ½ Damage, 2 Readiness cost. This card may be used by a Dart while in vehicle mode. A Dart will transform after playing this card ( and receive the benefits of transforming on the turn they play it)
Unique Defense Card (Secondary Ability) : Outmaneuver - Negate any attack. If it was a beam or homing attack, it hits a target enemy.
2 Hit Boxes
Maximum Velocity: 6
Special Rule : Strafing - All attack cards used by an Intrepid can target 2 enemies instead of 1.
Unique Attack Card (Secondary Ability) : Hunter-Killer Missiles – Homing, 2 Damage, 6 Readiness cost. This attack can only be defended against by revealing two identical legal defense cards.
Unique Defense Card (Primary Ability) : Countermeasures – Negate an enemy homing or beam attack. You may flip this face-down again by turning another defense card face-up after combat has been resolved.
8 Hit Boxes
Maximum Velocity: 3
Special Rule : Impunity – Whenever a Juggernaut would take more than ½ a hit box worth of damage, the damage he takes is halved (an attack that would deal 2 damage will only deal 1 damage to a Juggernaut; an attack that would do 1 damage only does ½ damage).
Unique Attack Card (1) : Crushing Grasp – Melee, 2 damage, 4 Readiness cost. This card may be used by a Juggernaut while in vehicle mode. If it damages an enemy, that enemy may not act on their next turn.
Unique Defense Card (2) : Rampage – Negate any attack. The Juggernaut gains 2 Velocity (up to a maximum of 5) and regenerates 1 hit box.
8 Hit Boxes
Maximum Velocity: 3
Special Rule : One Man Army – A Firestorm draws an extra attack card (they draw 3 attack cards while in robot mode and 2 while in vehicle mode) and has a maximum hand size of 10.
Unique Attack Card (2) : Gatling Slagger – Beam, 1 damage, 1 Readiness cost. After playing this attack it is left on the board with two counters on it instead of being discarded. Each of the Firestorm's subsequent turns, they must remove one counter from the Gatling Slagger and, if they are able, target an enemy for it to attack (this attack require no expenditure of readiness). The card is discarded after both counters have been depleted.
Unique Defense Card (1) : Energon Nova – Negate any attack. If it was a melee attack, the attacker takes 1 damage and cannot act during their next turn.
6 Hit Boxes
Maximum Velocity: 4
Special Rule : Maintenance Routine – A Legioneer may opt to not draw or play any attack cards for a turn in order to restore up to 2 hitboxes to any number of allies.
Unique Attack Card (2) : Eject Minicon – Spawns an allied minicon with 1 hitbox. A maximum of 3 may be on the field at a time. Immediately after being spawned, and every turn that they stay on the field afterward, a random attack card is pulled from the Legioneer's deck and used by the minicon against a target of the Legioneer's choice (if a legal target exists). If the minicon is attacked, one random defense card is pulled from the Legioneer's deck and used in it's defense.
Unique Defense Card (1) : Sonic Repulsor – Negate any attack. The attacker may not draw any cards on their next turn.
6 Hit Boxes
Maximum Velocity: 6
Special Rule : Bird of Prey – Any enemy attacked by a Seeker must turn one of their face down defense cards in their Readiness pool face up at random before they may defend themselves.
Unique Attack Card (1) : Triple-Warhead Missile – Homing, 3 damage, 4 Readiness cost. This attack may attack up to thee different targets; it's damage can then be divided among the targets it hits.
Unique Defense Card (2) : Holographic Projection – Negate any attack. Spawns a holographic copy of the Seeker with ½ a Hitbox. If attacked, the hologram will pull a random defense card from the Seeker's deck to attempt to defend itself with. The Seeker may not be attacked again until the hologram has been destroyed.
The last thing you need to do is select your character's weapons. You need to choose 2 Primary Weapons, 1 Melee Weapon and 1 Heavy Weapon.
Ion Blaster : Beam, 1 Damage, 2 Readiness cost.
Photon Repeater : Beam, ½ damage, 1 Readiness cost. When attacking with this card, you may discard another copy of it to make the attack unavoidable.
Haywire Revolver : Beam, ½ damage, 2 Readiness cost. If this attack damages an enemy, that enemy must discard two random cards from their hand of attack cards.
Neutron Rifle : Beam, 1 Damage, 1 Readiness cost. As an extra cost for using this attack, you must flip a face down defense card in your Readiness pool face-up.
Martial Arts : Melee, ½ damage, 2 Readiness cost. If this attack damages an enemy, pick a weapon used by that enemy. They may not use that weapon on their next turn. You may prevent them from using additional weapons by discarding additional copies of this card (1 copy per weapon you wish to disable).
Energon Sabre : Melee, 1 damage, 1 Readiness cost. If this attack damages an enemy, you may discard additional copies of this card to flip face down defense card in their Readiness pool face-up (1 copy per card).
Fusion Axe : Melee, 2 damage, 2 Readiness cost. If this attack damages an enemy, you may discard additional copies of this card to inflict extra damage on the enemy (1 copy per point of damage).
Rail Gun : Beam, 2 damage, 2 Readiness cost. As an extra cost for using this attack, you must flip 2 face down defense cards in your Readiness pool face-up.
Overload Harpoon : Homing, 1 damage, 4 Readiness cost. If this attack damages an enemy, that enemy must discard all of their attack cards. They may not draw any cards on their next turn.
Bulkhead Buster : Homing, 2 damage, 4 Readiness cost.
Standard Phalla Stuff
Everyone has one vote per day, the mafia has one kill per day. There may or may not be some special meta-roles given to both the mafia & village. The vote take first priority, then the mafia kill, then any special role actions, and finally the results of card plays. Standard rules of conduct apply – do not forward your role PM to other players, do not continue posting the the thread after you're eliminated (beyond the usual single ghost post for humorous effect), etc.
Everything below will be done in private via PM, and I will be making the rolls to determine your card draws.
Each player will have two decks of virtual cards built for them depending on what components & character class they picked – one deck of attack cards & one deck of defense cards. Everyone will be given a starting hand of 3 attack cards and a pool of 3 defense cards (their 'Readiness' pool).
At the beginning of every turn after the first turn, each player draws new cards depending on their current mode of transformation (2 attack cards and 1 defense card while in robot mode, 2 defense cards and 1 attack card while in vehicle mode), up to a maximum hand & Readiness pool size of 8.
Attack & Defense
Each turn, each player may play as many attack cards as they can afford the Readiness cost of. To play an attack card, a player specifies a target and chooses which defense cards in their Readiness pool they want to tap to pay their attack card's Readiness cost. Tapped defense cards cannot be used to defend against any attacks that are made against your character – 'face-down' (unused) defense cards will become untapped at the beginning of the next day, while 'face-up' (used) defense cards will be discarded at the beginning of the next day.
If players wish to do something particular with their defense cards or abstain from using them at all, they should let me know via PM – otherwise they will be used liberally & logically by me to negate whatever attacks they can.
A player will accumulate 1 point of Velocity at the beginning of each day that they start in vehicle mode, up to their maximum possible Velocity. Conversely, while in robot mode, players will lose 1 point of Velocity at the beginning of each day.
Player cannot use Melee attack cards against any character that has a greater Velocity than they do, and can only use Beam or Homing attack cards against characters with a greater Velocity than they do by discarding 1 copy of the desired attack card for every point of difference between the attacker and their target (example: Player A has 1 Velocity point and wants to attack Player B with 3 Velocity points, using attack card X. In order to do that, as an additional cost to play attack card X, Player A must discard 2 copies of attack card X from their hand).
Damage & Destruction
Each player's character has a number of Hit Boxes, and every attack that hits them will do a variable amount of damage to these Hit Boxes. After every Hit Box has been filled with damage, the character is incapacitated.
Autobots are eliminated from the game after incapacitation; Decepticons are merely crippled. They may not take any actions on the following day, and then will be restored to full functionality but with 1/2 of the maximum Hit Boxes. If they are incapacitated a second time, they will eliminated.
Note: you do not have to read this section to play the game. It's just here for the sake of letting players know how their decks are built & how their draws are determined.
Rolls to draw cards will be made on Orokos.
The Attack Deck For Autobots:
Your primary weapons are assigned the numbers 1-4 and 5-8, your heavy weapon is assigned the numbers 9-10, your Melee attack is assigned the numbers 11-14; your primary ability is assigned the numbers 15-18 -or- your secondary ability is assigned the numbers 15-16 and Transformation is assigned the next 4 numbers after that.
The Defense Deck for Autobots:
Evasion is assigned the numbers 1-4, Take Cover is assigned the numbers 5-8; your primary ability is assigned the numbers 9-12 -or- 9-10 and Untouchable is assigned the next number.
The Attack Deck For Decepticons:
Your primary weapons are assigned the numbers 1-2 and 3-4, your heavy weapon is assigned the numbers 5-8, your Melee attack is assigned the numbers 9-10; your primary ability is assigned the numbers 11-14 -or- your secondary ability is assigned the numbers 11-12 and Transformation is assigned the next 4 numbers after that.
The Defense Deck for Decepticons:
Evasion is assigned the numbers 1-4, Take Cover is assigned the numbers 5-8; your primary ability is assigned the numbers 9-12 -or- 9-10 and Untouchable is assigned the next 3 numbers.
Some of this stuff might be confusing or I might've accidentally forgot to dig into the specifics of something. If you're confused & afraid, let me know and I'll try to clear things up.
Otherwise, sign up! Uncle Iacon wants YOU!
3. The Anonymous
8. immortal squish
9. Void Slayer
13. REG Rysk
19. sir fabulous
26. Mr. Defecation