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Tabletop is a stat-based tabletop style role-playing game designed to simulate basic planetside combat. The game is played on a horizontal hex grid and turns are resolved based on which player has more initative at the start of the senario.
All units and commanders are represented by cards. Each card has a number of stats which affects its performance in battle. These stats include, but at not limited to, speed, which allows the card to move, might, which represents both the card's hit points and attack points, and cost, which determines the number of resources needed to deploy the card. Every card is represented on the map as a counter bearing the flag of the nation it belongs to and takes up one hex on the map, regardless of its size relative to other cards. Heroes are special cards that can only be deployed once a battle and may have up to two abilties, but only one of the two abilities can be an active ability.
Cost Each card costs a certain number of resources to deploy represented by its cost.
Might Each card has a number of might which expresses their combat capabilities.
Speed Every turn, a card can move a number of hexes less than or equal to its speed.
Formations are a group of cards which occupy the same hex and share all buffs and all debuffs together as a single card. Formations are created when two or more cards of the same type and experience are merged into a single card. Once a formation is created, its constituent cards cannot be split off again, but new cards (of the same experience) can be merged into the existing formation without any penalties. Formations move at the speed of the slowest card.
Armies are a group of cards which occupy the same hex and share army buffs and army debuffs together as a single card. Multiple cards and formations of the same type can exist in an army without needing to be merged and constituent cards and formations of an army can be added or removed at will. Armies move at the speed of the slowest card. Armies can be lead by a commander who supplies the army buffs to the army. Army buffs do not stack.
Combat occurs when two or more opposing cards occupy the same hex. Combat is resolved automatically every turn after the combat encounter is initiated until one side is either completely destroyed or their cards are ordered to disengage. But until then, everyone may move more cards into the hex the combat encounter is occurring on to reinforce cards present. The army with the most total might amassed from all cards deployed onto the hex automatically wins the combat encounter. Every time a card or a formation survives a combat encounter, it will automatically gain one experience. Experience permanently raises the might of every card in the formation by one.
Every card belonging to the victorious army will experience a percentage chance of destruction equal to one hundred multiplied by the square of the total might of the defeated army divided by the square of the total might of the victorious army. Every card belonging to the defeated army will experience a percentage chance of destruction equal to one hundred multiplied by the total might of the defeated army divided by the total might of the victorious army. This means that victorious armies will always inflict more casualties on the defeated army, but as numerical superiority increases, overall casualties are reduced as the defeated army retreats and avoids combat with a far superior foe. If the total might of both armies is equivalent when combat is resolved, all cards occupying the hex will be destroyed.
Cards may gain the Hiding trait which prevents them from joining combat. Hiding cards can only be targetted by special attacks. Cards may also gain the Sheltering trait which prevents them being targetted by special attacks. Sheltering cards can only be destroyed in combat. Cards cannot simultaneously hold both the Hiding trait and the Sheltering trait.
Hiding Card cannot join combat.
Sheltering Card cannot be targetted by special attacks.
Every card has a single ability inherent to itself. Abilities can be active or passive and may offer offensive, defensive or supportive perks. Active abilities can only be activated once per turn and may have a cooldown period. Formations may have multiple abilities governed by its constituent cards. Active abilities often come in the form of special attacks. Heroes may have up to two abilties, but only one of the two abilities can be an active ability.
A special attack deals damage equal to the might of the special attack (not the might of the card performing the special attack). When a special attack is performed, the target card or formation experiences a chance of destruction equal to one hundred multiplied by the might of the ranged attack divided by the might of the defending card or formation. If the might of the special attack is greater than or equal to the might of the defending card or formation, that card or formation is completely destroyed. There are three types of special attacks:
Ranged Attack Targets all cards except cards with Flying and Diving traits.
Anti-air Attack Only targets cards with the Flying trait.
Anti-submarine Attack Only targets cards with the Diving trait.
A card, formation or army may be ordered to fortify. Fortifying grants the Fortified buff, which raises the might of every card in the formation or army by one. Fortified is lost when the card, formation or army moves and cannot be regained by returning to the hex they were ordered to fortify on. A card, formation or army cannot fortify after movement on the same turn but can still use special abilities.
A standard is a special card which represents a mobile headquarters belonging to a faction. Cards, including other standards, are deployed at standards. Standards can deploy unlimited cards every turn as long as there are enough resources to fund their cost. Every standard has one speed, zero might, five thousand cost and automatically gain the Sheltering trait.
Veteran formations can be reinforced with additional cards for one additional cost per card for every unit of experience the formation has gained. Formations must occupy the same hex as a standard in order to be reinforced. Formations being reinforced cannot move, fortify or activate special abilities on the same turn. Standards that are reinforcing formations cannot move on the same turn.
Formations can be trained at a cost of one resource per card for every unit of experience. A formation may only train a single point of experience every turn. Formations must occupy the same hex as a standard in order to be trained. Formations being trained cannot move, fortify or activate special abilities on the same turn. Standards that are training formations cannot move on the same turn.
Terrain affects movement significantly, allowing commanding officers to take advantage of good ground and tactically utilise bad ground. There are four types of terrain: Plain fields (light green), dense forests (dark green), steep mountains (grey) and deep water (blue). Forests half movement speed (rounded down to a minimum of 1 speed) while plains offer no movement penalties. Mountains and water are both impassible by default but cards may have special terrain traits to help them negotiate movement penalties.
Hiking Card can move across forests at full speed.
Climbing Card can move across mountains at half speed (rounded down to a minimum of 1 speed).
Floating Card can only move across water.
Swiming Card can move across water at full speed.
Diving Card can move across water at half speed (rounded down to a minimum of 1 speed). Card can only be targetted by anti-submarine attacks while moving on water.
Flying Card is not affected by terrain or roads. Card can only be targetted by anti-air attacks.
Digging Card is not affected by terrain or roads. Card can only be targetted by anti-subterranean attacks.
Hovering Card is not affected by terrain or roads.
Roads can be constructed by engineers with special road construction abilities. Roads must be constructed one segment at a time. A road segment bridges two hexes and doubles movement speed between them. Roads can be constructed on any terrain and road construction time is not affected by terrain. Roads can be destroyed by the use of demolitions, a special ability available to demolitions engineers.
A card, formation or army engaged in a combat encounter may be ordered to disengage. Cards, formations and armies have a fifty percent chance of successfully disengaging. If the disengagement is successful, the card, formation or army may be moved to any adjacent hex. If the disengagement is unsuccessful, the card, formation or army will remain in the hex.
A card or formation can be assigned one of three levels of morale; high morale, which grants a one might buff to all cards; normal morale, which grants no buff or debuff; low morale, which grants a one might debuff to all cards. Cards and formations automatically gain one level of morale after a combat victory and lose one level of morale after a successful disengagement. Merging cards into a new or existing formations rests morale to normal morale.
A card, formation or army can be outflanked or encircled. When any three adjacent hexes are occupied by hostile cards, the card, formation or army gains the Outflanked debuff, causing it to lose one level of morale. When all adjacent hexes are occupied by hostile cards, the card, formation or army gains the Encircled debuff, causing it to lose an additional level of morale. If a card or formation receives either debuff when morale is low, the card or formation will break away from its army - if it was in one - and gain the Routed debuff.
Routed cards and formations cannot be given orders and will automatically beeline for the nearest standard. Upon reaching the standard, the Routed debuff is removed. If a Routed card or formation is engaged in combat, it will automatically surrender.
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[align=center][box][color=#FFBF00][b]Card Name[/b][/color]
[i]Nation Card Type[/i]
[b]Cost:[/b]
Cost
[b]Might:[/b]
Might
[b]Speed:[/b]
Speed
[b]Ability Name[/b]
[i]Ability Flavour Text[/i]
Ability description.[/box][/align]














