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Play "Takeover" on Tabletop.

Game Things.

Jarudazuigu

Sealed, for now
Joined
Jul 8, 2015
Messages
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Hello there fellow degenerates!

This idea is bugging me and I find it neat, thus why I decided to write it down on internet. At least this way it won't just die fruitlessly when I forget about it. Like many other cool ideas I had that then had to face my bucket-list of mental disagreements.

You were forewarned.:)

We have four factions to translate from the video game. And Ogres, who were the neutral critters guarding treasure chests. Certainly lacking if you ask me but first let me give you an overview if you are unfamiliar with "Takeover" free videogame from Irynsoft. It's on Newsgrounds and Kongregate anyway.

Undead Rivadis, the default baddie NPC faction, who are what remained from once glorious empire that decayed because their rulers grew addicted to dark magic. Only one spell posses a name you can write as canonical, the Ultimate called "Call to the Grave". It randomly transforms two enemy units into Undead equivalents under your control. I hated it in game, to be honest. No leader, obviously.

Enemy NPC Faction: Rivadis Empire
Infantry: Undying Warriors(Undead)->Zombie Warriors(Undead),
Missile: Undying Archers(Undead)->Skeleton Archers(Undead),
Cavalry: Undying Horsemen(Charge, Undead)->Dark Knights(Charge, Undead),
Special: Shades(Undead, Dash, Intimidation), Trebuchet(Besieger, Splash Damage, Mechanism)->Poison Catapult(Besieger, Poisonous,
Mechanism, Splash Damage),
Spells: Banner of Unlife, Banner of Terror, Dark Judgement, Call to the Grave(Ultimate),

Cursive is the placeholder names I made up and here is the truth:
Banner of Unlife - Unnamed Undead spell that works like Banner of Consecration of Westaria but for Undead.
Banner of Terror - Unnamed spell that minmizes your morale (minimum damage caused) that I named after Westaria spell that does the opposite.
Dark Judgement - Not existing spell that I named after Westarian equivalent, where you zap baddies with Lord's Judgement.

Instead of Farms builds Graveyard addon.

Duchy of Westaria - The living equivalent of Rivadis empire's last-sane-men left. Extensively defensive oriented, their troops and magic reflect that. They are led by a stern looking guy with no-nonsense expression. A side note, their and Undead spells seem to be surprisingly similar in general.

Duchy of Westaria
Infantry: Guards->Swordsmen(Shieldwall)->Legionaries(Shieldwall, Discipline),
Missile: Archers->Crossbowmen,
Cavalry: Knights(Charge)->Champions(Charge),
Special: Trebuchet(Besieger, Splash Damage, Mechanism), Monks(Divine Presence)->Zealots(Divine Presence, Martial Artists), Avatar(Undead,
Splash Damage, Besieger),
Spells: Banner of Consecration, Banner of Heroism, Lord's Judgement, Sign of Advent(Ultimate),

Icedale Cult - Tricky faction with boring ice spellcasters and awesome mecha. With guns. This faction relies on technology and numbers to win the day as their magic is ice based and seems neutral between three faction, neither protective nor offensive. Generally serves to give you an edge. Their leader is a crazy looking woman, with impression of being strict disciplinarian.

Icedales Cult
Infantry: Rebels(Spears)->Myrmidions(Spears),
Missile: Gunsmiths->Gunbots(Mechanism)->Giantbots(Mechanism, Martial Artists),
Cavalry: Lancers(Charge)->Dragon Lancers(Charge),
Special: Trebuchet(Mechanism, Besieger, Splash Damage), Acolytes(Freeze Arrow)->Wizards(Freeze Blast),
Spells: Ice Blast, Frost Enchantment, Banner of Liberation, Grand Transformation(Ultimate),

Crimson Horde - The token evil Player faction where your raiders rampage after Empire fell, so you can wash the shame of defeat from your ancestors with the lives of those associated with your ancient nemesis. Glorified bandits relying on merciless assault and sprinkle of necromancy, plus speed to win the day. Their leader looks like cross between Orc and Genghis Khan from anti-Mongol propaganda.

Player Factions:

Crimson Horde
Infantry: Warriors->Immortals(Undead),
Missile: Hunters->Serpent Archers(Poisonous)
Cavalry: Nomads(Charge)->Raiders(Charge, Intimidation)->Ancient Raiders(Charge, Intimidation, Undead),
Special: Assassins(Dash, Poison Immunity, Discipline), Trebuchet(Besieger, Splash Damage, Mechanism)->Poison Catapult(Besieger, Poisonous
, Mechanism, Splash Damage),
Spells: Banner of Bloodlust, Summon Stoneworms, Disentomb, Cataclysm(Ultimate),

Also Icedale Cult not having any necromantic shit is the funniest detail about the game I did found. Take note that you also get various bonuses, called Edicts, that NPC Undead faction fucking lacks in it's entirety.
 
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Neutral Critters
Videogame Mechanics:

Ogre: 400 HP, 8-12 dmg, sweeping strikes. Veterancy +10% to HP and Dmg. Elite +20% to HP and Dmg.

Tabletop Mechanics:

I'm planning to use WH40K 10ed mechanics, so bear with me!
Admitting to nothing I am using simplified rules that may look similar to a certain tabletop wargame. But due to being totally fanon content of mine? Idiocy is removed, no matter how cool it seems, for simplicity's sake.:p

Tabletop Ogre is a neutral unit, that all Players must agree to implement alongside Treasure Chest.

Movement 6", Toughness 20, Valor 4+, Defense 6+.

Big Club, Range of melee, Accuracy 4+, Harm d3, Special: Sweeping Strikes - Ogre can hit each model in range during combat phase.
 
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Pictures from the game
299192108_482879500510833_8332317094433262300_n.png

From left to right: Unnamed leader of the undead, Duke of Westaria, Khan of Crimson Horde and Magistrix of Icedale Cult.

Neat! Founding a stand in for Undead leader is cool.
images

images

images
 
Buildings and Core Mechanics
Castle have Toughness 10 and Defense 5+. Provides 3 Gold, 2 Supply and 1 Mana per turn. Can have 0 to 3 Addons. Can recruit all units.

Town have Toughness 7 and Defense 5+. Provides 2 Gold and 1 Suppy. Can have 0 to 2 Addons. Can recruit Infantry and Missile units.

Magic Tower have Toughness of 5 and Defense 5+. Provides 1 Gold, 1 Supply and 2 Mana. Can have 0 to 2 Addons. Can recruit Infantry and Specialist units. Charges Ultimate Spell.

Addons: You can build them in slots adjanced to a Building. Choose between +1 to Mana, +1 to Supply and +2 to Gold. If Builidng gets destroyed, addons are removed, leaving the slots open. You can also choose to destroy addon once per turn yourself.

Damaged Buildings can be repaired by garrisoned units, 1 Toughness per turn if unit doesn't do anything else.
Destroyed building ejects all units inside and becomes an inert Ruin.
Ruin can be claimed by any unit standing in it uncontested by enemy, but before it becomes a building under your control, full Toughness of the building type must be repaired first.
Garrisoned units can regain lost Toughness and models, d6 Toughness per round of being garrisoned. Yes, even if you simultaneously are rebuilding a Ruin or repairing a Building.

Turn Sequence:
1) Resource Phase, you collate your resources and remove the excess units if you don't have Gold to sustain your units, till balance is achieved. Same with active spells, if you compare their upkeep with your Mana gains. You also buy new units in this phase.
2)Movement Phase - Units not in combat can move, including charging at enemies in range. Post battle units, if not kept in an engagement, shift Morale towards neutral stance this phase too.
3) Combat Phase - All your ranged and melee units attack and defend themselves in this phase, including morale shifts due to combat.
4) Resolution phase - After combat but before the start of next turn you collate achieved Glory Points and check if the victory requirements are met. If yes, game ends with the Player who achieved victory conditions as the winner.

Toughness - Characteristic on how good is unit in enduring battle damage, once Toughness reaches zero, unit is destroyed.

Accuracy - The minimum dice results needed for an Unit to cause harm to an enemy.

Defense - The minimum dice result needed for an Unit harmed by enemy to negate the injury either by luck or having armor that good.

Harm - Damage caused to a model struck by Unti's attack, if Defense failed. Generally it's 1 point per model in a unit, but some units like Ogre, Avatar or a Catapult cause more Harm.

Valor - Unit losing the combat tests this value to not suffer from negative morale modifier.

Movement - How far the unit can move during Movement Phase of the turn.

Unit Special Rules:
Sweeping Strikes - Unit attacks all enemy models in range during combat phase.
Poison - On Accuracy roll of 6, ignores Defense of the attacked unit.
Intimidate - Attacked unit checks Valor as if they lost combat phase.
Shieldwall - Gain +1 Defense against ranged attacks.
Undead - Immune to Poison and Morale.
Disciplined - Immune to Intimidate.
Mechanical - Can only regain Toughness in Buildings. Immune to Poison.

Buildings: Castle, Town, Magic Tower,
Addons: Mine(Gold), Farm(Supply),Obelisk(Mana),
 
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Which faction/unit do you think is the most powerful?
 
Which faction/unit do you think is the most powerful?
Truly? It depends on your preferred play style. At least in the video game.
Duchy is the "slow and steady" faction. Focusing on buffs, heals and infantry. The Ultimate is the most scaling upwards since, without a major time-limit, you can "spam" the Avatar.
You can't play the Undead, but from what I saw in the game, they are weaker version of the Duchy as lore dictates them to be remnants of the decadent empire Duchy is the inheritors of.
Crimson Horde, the token evil faction for Player, is the blitz focusing one. If you wait with those, you lose. Some people like such playstyle, I found it to be heavily sink or swim. So much failed missions when I proven to be bad ad calculating the risks.:p
Icedale Cult, is the "control the battlefield" faction and for me, as I liked playing as them, the strongest. Once you unlock the self-repairing mechas with machineguns I mean. But they also have dino-riders so I'm tiny bit biased. :)

Over all? I suggest you play the game, on Kongregate or Newsground, and form opinion for yourself. Also, I would like to thank you for reminding me of that little project of mine. I must get to finishing it. Cheers!
 

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