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War Room


Mamono Assault Force

Coon Tamer
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This is where players can post all their war room stats and team compositions and roles assigned to each mamono. Rules and details listed below:

War Mode: This turns MGR into a game with hex-based combat and turn based strategy, with the inclusion of 6 (or more!) mamono on the field at one time. The war room is built once you reach Rank C, at which point there will sometimes be larger scale battles that will sometimes happen on the fly or planned attacks by you yourself.

War Mode itself is pretty simple. All of your mamono's stats come into play, as usual, but with a difference. When in War Mode, you activate your amulet to give your mamono equipment based off of what you assigned to them in the war room. Using their equipment, they fulfill various roles in your team, with each of their own counters. The trick is to design a diverse team of mamono so you can handle just about anything. More on that below.

Basic Rules: War Mode is simple. The only thing you do is move your mamono around the map. The rest that happens is dependent on the enemies (or allies in the case of helpful mamono) around them. Each start of your turn, mamono gain 20 guts. Once they have enough guts to attack, they will pick an enemy to attack randomly between those that are near them. So, putting a melee mamono next to an enemy mamono, will mean that once you end your turn, they will 100% attack that mamono, allowing you to accurately focus down a single target!

That's literally it, for the basic rules, with the exception that the use of items is allowed for as many items as you have in your inventory prior to the battle. Your entire turn is just moving your mamono around based on their movement limits, with the intent on hoping they attack the right targets. With this much chaos going on, you have less control!

Use of items: Use of items is limited to one per turn, but no total limit on how many you can use. War is not fair.

Arming a Mamono for War: Using the War room, you pick a mamono, and equip them with not just equipment, but a role to play in battle. For each advantage you can give your mamono with equipment, there is a sufficient counter to that equipment. When positioning to attack, be sure to protect against your counters too! Position mamono between other mamono to protect them!

To arm a mamono, simply fill in this sheet with the information provided below. Each piece of equipment will weigh down a mamono, encumbering them. More weight means less damage! 100% weight means 50% less damage!

Also, due to the fact that not all mamono can hold things, it's all fluffed appropriately and generalized.

Name:
Armor: [None, Light, Medium, Heavy]
Weapon: [Light melee, Medium melee, Heavy melee, Blunt melee, Light Ranged, Medium Ranged, Heavy Seige, Support]
Secondary: [Throwable, Light Shield, Medium Shield, Heavy Shield]
Weight: [0%-100%]

Damage +%: [Minus the weight of your weapon from Total Weight, then use 1/2 the remaining value as a % to reduce your total damage.]

Example: with medium melee and medium shield, Total Weight is 70%. 70-35(medium melee)=35. 35/2=17.5. Damage Bonus is 135%-17.5%=117.5%
Armor:
None: Weight 0, Allows Gaining of Sway to dodge
Light: Weight 0, Reduces incoming damage by 20%
Medium: Weight 20, Reduces incoming damage by 30%, halves damage from melee weaponry, weak to Blunt damage
Heavy: Weight 30, Reduces incoming damage by 35%, halves damage from melee weaponry, weak to blunt damage.

Weaponry: (Weight from weapon doesn't affect damage reduction)
Light Melee: Weight 15, Increases Damage +15%
Medium Melee: Weight 35, Damage +35%
Heavy Melee: Weight 65, Damage +65%
Blunt Melee: Weight 65, Damage +30%, x2 damage against Medium+Heavy armor.

Light Ranged: Weight 60, Range 4, Damage +40%, x2 damage if not moving, 1/2 damage if in melee with an enemy.
Medium Ranged: Weight 90, Range 6, Damage +60% x2 damage if not moving, 1/2 damage if in melee with an enemy.
Siege Weaponry: Weight 90, Range 8, Damage +90%, only fires when not moving. Never fires when in melee. Targeted area explodes outwards, dealing 50% damage to ALL nearby mamono.

Support: Weight 100, No other equipment can be used. Range 2, heals allied mamono if able.

Secondary:
Throwable: Weight 15, Range 2, deal normal damage to target, irrelevant to current weapon.
Light Shield: Weight 15, 15% chance to automatically negate a ranged attack.
Medium Shield: Weight 35, 35% chance to automatically negate a ranged attack.
Heavy Shield: Weight 45, 45% chance to automatically negate a ranged attack.
 

Tassadar

Panda King
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Re: War Room

Told to reply here with stats, so here's mail post battle stuff.
Name: Sparkle
Armor: Light (Reduces incoming damage by 20%)
Weapon: Blunt melee Weight 65, Damage +30%, x2 damage against Medium+Heavy armor.
Secondary: None
Weight: 65

Damage +%: +30% doubled vs medium/heavy armor


Name: Gobbo

Armor: Light (Reduces incoming damage by 20%)
Weapon: Heavy melee
Secondary: None
Weight: 65

Damage +%: +65%


Name: Poppy
Armor: Light (Reduces incoming damage by 20%)
Weapon: Medium Ranged
Secondary: None
Weight: 90

Damage +%: Range 6, Damage +60% x2 damage if not moving, 1/2 damage if in melee with an enemy.


Name: Dusty
Armor: Light (Reduces incoming damage by 20%)
Weapon: Medium Ranged
Secondary: None
Weight: 90

Damage +%: Range 6, Damage +60% x2 damage if not moving, 1/2 damage if in melee with an enemy.


Name: Super Mouse
Armor: Light (Reduces incoming damage by 20%)
Weapon: Heavy melee
Secondary: None
Weight: 65

Damage +%: +65%


Name: Beelzebub
Armor: Light (Reduces incoming damage by 20%)
Weapon: Heavy Siege
Secondary: None
Weight: 90

Damage +%: Range 8, Damage +90%, only fires when not moving. Never fires when in melee. Targeted area explodes outwards, dealing 50% damage to ALL nearby mamono.
 
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