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PROJECT ANNUSTARIA
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Chapter 21: Structures.​
There is a lot of open space within the yards of each player in regular Ludo. However, in Ludicrous Ludo, this extra space is put to use partially in the form of building structures. Structures can add flavor to a match by acting as an item independent of its owning party’s pieces. As a result, moving around the board is often even more perilous for party members. All of this adds to the already significant amount of chaos within the game. This chapter will discuss these structures.
21.1 Structures Overview:    

Structures are items that are able to act independently of the party members. However, they still often require actions or bonus actions on a player’s turn to activate. Before they can do this, a structure must be built, which could take multiple turns. This process is known in the game as fortifying.

    
Structures are their own entities, while still belonging to a particular player. Think of them as not truly part of a party, but a tool of it. Structures have their own stats, for the most part, have their own health pool, and do not get affected by party status conditions.

21.2 Fortifying Rules:    

Structures may only be built or occupied on structure spaces within a player’s own yard. Players may choose to take an action on their turn to fortify their structure, but only if they do not already have one active. A player may still do so if they already have railroads (more on that later). 


Using the fortify action adds to the total work points needed to complete the structure. When taking the action, gain a point towards building a structure for every piece in your yard, as well as any piece that is on a pathway space that is adjacent to the building space. Pieces that are in a prison of war do not add to this point total. A player could find the number of work points it would need to be built in its stats under “work points needed”. A structure being built always starts at zero before gaining points for the first initial action. Once you get enough work towards a structure, it is built and functional until it is destroyed.


You may only have one structure active at a time. An exception to this is teleporters and rails. For teleporters, place two teleporters on separate structure spaces within your yard. They share the same fortification value (more on that later).

You may choose to have your party destroy a currently active one to build a new one. To do this, take an action or bonus action on your turn. You must also have at least one piece either in your yard or adjacent to your structure that you wish to destroy. When a player takes this action, the structure is immediately destroyed.

21.3 Structures While Being Built:    

While a structure is still being built, it is unable to perform the rules and effects listed within the structure. During this state, it has the “being built” structure status condition. While it has this status condition, the owning player may use the fortify action on their turn to bring the structure closer to being built.


A structure being built does not have HP, but instead has a fortification value. The value shows the progress of its construction. When it matches the “work points needed” attribute, it is built. When it takes damage while still being built, the damage reduces the fortification value as if it were the structure’s HP. If the value drops to zero or below, the structure is destroyed.

21.4 Attacking Structures and Structure Health:

When a structure is attacked, instead of the owner rolling their side of a contest roll like for a party member being hit, there is a predetermined number provided by the structure. This number is found in its stats, under “armor class”. If the attacker could tie or beat this predetermined number, the attack goes through. 

Structures have their own health and are even able to gain certain status conditions. When it takes damage, it does not affect the party's health pool, nor does the party’s pool affect it. Just like pieces, they can be targeted by punches, weapon attacks, and elemental school spells. A player may not, however, target structures with healing unless said otherwise by the heal.

Additionally, when a structure takes more than 1 damage, it is at risk of becoming stunned, which is handled in the same manner as teammates being at risk of becoming stunned. If it succeeds, it does not get the stunned structure status condition, but gains it on a failure.

​Structures have their own health that is independent of the party’s health, meaning that when a structure takes damage, the party is not directly affected, and vice versa. This ruling also applies to team status conditions. When the structure reaches 0 HP, it is destroyed, and the space is now free to be built upon again, potentially. How much damage a structure could take is found in its stats under the “HP” chapter.

21.5 Structure Status Conditions:

There are three status conditions that structures could gain. A tank status condition lasts for a duration specified by the effect that imposed the condition. They are:
  • Being Built.
  • Cursed.
  • Stunned Structure.
  • Hacked.
  • Shutdown.

Being Built:
    
While a structure is still being built, it is unable to perform the rules and effects listed within the structure. The structure loses this status condition when its fortification value matches or exceeds its work points needed attribute.


Cursed:
    
A structure with this status condition takes 1 normal damage during the first special rules phase of your turn. It does this every turn that it is in effect. A curse may end early if the player performs an action outlined by the source of the curse, which is often a spell.


Hacked:
    
The player who hacked the structure can perform this structure’s action or bonus action on their turn for free. However, they may only do this once on their turn and must be on the turn they hacked it.


Structure Shutdown:
    
A structure with the structure shutdown condition is unable to move along rails or take any actions, bonus actions, or reactions. They are also unable to provide ammo.


Stunned Structure:
    
​
This structure cannot perform any reactions or provide ammo while stunned.

21.6 Marking Structure Status Conditions with Dice:    

You may use dice to indicate the current status condition of a structure, preferably mini-dice such as a mini-d6. The die should typically be placed by the structure that is experiencing the status condition. The table below is used to mark which number the die is placed face up, corresponding to the structure that is there. 


Since dice could mark structures themselves, it is important to have a system to keep them distinct. One of the strategies could be to use different colored dice if possible. Another strategy is to keep the die that marks the structure on the space while leaving the die that marks status conditions off of it.
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21.7 Structure Attributes:    

You know the drill by now! Structures have several attributes that determine how they function and how they are unique from other structures in the game. Think of them as somewhat the stats for each structure, they are:
  • Work Points Needed.
  • HP.
  • Armor Class.
  • Accuracy.
  • Annustar Damage.
  • Rules and effects.

Work Points Needed:
    
This attribute determines how many work points a structure needs to be finished being built. Once there are enough work points to meet or exceed this attribute value, the structure is complete. A structure being built always starts at zero before gaining points for the first initial action. 


HP:
    
HP, like with the HP that parties have, represents the amount of damage that the structure can take. Unlike parties, however, instead of gaining an unconscious status condition when its HP hits 0 or below, the structure is destroyed. A structure being destroyed allows another structure to be built, even on the space the previous one was.


Armor Class:
    
This attribute describes how well a structure’s armor works at protecting it. When a weapon attack or spell is made against a structure, instead of the owner rolling in the contest roll, it simply uses its armor class instead. The offender of the attack still rolls as usual, unless said otherwise.


Accuracy:
    
For structures that deal damage, their accuracy is used to measure how accurately they hit the target. When attacking with the structure, add the value for this attribute to the contest roll for the attack. If a structure does not make attacks, this attribute would be assigned as NA, which stands for “not applicable.”


Range:
    
For structures that deal damage, their range is used to measure how far they can target pieces from. The range represents the maximum distance that an attack can travel. It may not attack around corners or great divides. Also, the attack stops at the first piece that is within the direction that is being fired in. Structures may not target pieces in their home area or yard. If a structure does not make attacks, this attribute would be assigned as NA, which stands for “not applicable.”

    
Some rules and mechanics with ranges can target multiple pieces within a single interaction. If multiple pieces are affected, apply the rules and effects to the ones that are closest to the source. If there are targets on both sides of the source, for rules and effects that have ranges on both sides, the owning player chooses which entity it targets first. These rulings apply unless otherwise stated.


Stun Factor:
    
This attribute determines how likely a structure is to cause the opponent to become stunned after being attacked by it. When the opponent rolls to become stunned, add the stun factor value to your side of the contest roll. If a structure does not make attacks, this attribute would be assigned as NA, which stands for “not applicable.”


Annustar Damage:
    
Some structures do damage to the fabric of reality, also known as the Annustar, which is affected by certain actions or rules. When the Annustar damage takes place is outlined under the structure’s “rules and effects” attribute.


Rules and Effects:
    
​
This attribute is the meat of a structure. Below the other attributes, there is a paragraph of text that explains exactly what the structure does. All rules within it must be followed, unless otherwise specified. In cases where there is a multi-step process, go in order of what is contained in the text, first to last.

21.8 Engineering Focuses:    

Every party gets one free engineering focus, in which a player gets to pick from one of the six below. Engineering focuses represent a specific area that a particular party focuses on when it comes to building and innovation. A party may have up to a maximum of two focuses, which include free ones provided by some classes, that the player may decline if they choose.


If a party utilizes two focuses, they both function as usual. A party may only select a particular one once.

Increased Armor: 
Unlocked at Level 1.

Add your engineering modifier to the structure’s AC.

Increased Effectiveness:
Unlocked at Level 1.

Add your engineering modifier to specific effects outlined in each structure.

Increased Fortitude:
Unlocked at Level 2.

Add your engineering modifier to the structure’s HP.
4 more unlockable engineering focuses are contained within the Complete Version of Ludicrous Ludo.
Ludicrous Ludo Complete Edition

21.9 Randomly Picking an Engineering Focus:

Refer to the following table. If you obtain an engineering focus that you have not yet unlocked, either reroll or make an exception to the leveling and unlocking rules.
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21.10 Structures:

Cannon:


  • Work Points Needed: 15
  • HP: 15.
  • Armor Class: 12.
  • Accuracy: +1.
  • Range: 5 spaces.
  • Stun Factor: +2.
  • Annustar Damage: 0.

On your turn, one of your pieces may take an action to attack an entity or opponent’s piece. Your structures may not attack your own party members. The attack does 2d4 normal attack damage. If your party has the “increased effectiveness” engineering focus, you may add it to the damage dealt, with the attack dealing a minimum of 1 damage.

Holy Idol:

  • Work Points Needed: 10.
  • HP: 15.
  • Armor Class: 10.
  • Accuracy: NA.
  • Range: NA.
  • Stun Factor: NA.
  • Annustar Damage: 1.

When you make a roll using your luck modifier, you may choose one of this structure’s abilities. Doing so does not require or use up an action, bonus action, or reaction. However, you must decide if you wish to use this ability before you make the roll.

When the ability is activated, you may add a +2 bonus to a contest roll or a +1 to a saving throw that uses your luck modifier. When this ability is used, 1 damage is dealt to the Annustar value. If your party has the “increased effectiveness” engineering focus, the bonus for contest rolls is a total of 2 + your engineering focus. This bonus does not apply to saving throws. 


Teleporter:

  • Work Points Needed: 20.
  • HP: 20.
  • Armor Class: 12.
  • Accuracy: NA.
  • Range: NA.
  • Stun Factor: NA.
  • Annustar Damage: 3.

Place two structures, one on each of the different structure spaces in your yard. They share the same fortification value. They also share the same health pool, and if the health pool reaches 0 or lower, they are both destroyed.

The teleporter structure that is closer to your start space is special. When your piece is adjacent to that structure, you may choose to use an action on your turn for that piece to teleport from that teleporter to the one further down the path. Your pieces may not go in the opposite position. When this is done, 3 damage is dealt to the Annustar value.


When your piece does this, that piece must make a saving throw with a goal equal to 1 for every 2 spaces your pieces travel, rounded down, with a minimum of 1. If your party has the “increased effectiveness” engineering focus, you may add your engineering modifier to the roll. If the roll succeeds, nothing else happens to the party member. If the roll fails, the piece becomes unconscious after coming to the teleporter structure further down the pathway. Finally, if the traveling piece cannot legally remain on the pathway space adjacent to the structure, it is pushed forward following the same rules as the general pushing rules.


Turret:

  • Work Point Needed: 12.
  • HP: 15.
  • Armor Class: 14.
  • Accuracy: +3.
  • Range: 4 spaces.
  • Stun Factor: 0.
  • Annustar Damage: 0.

On your turn, you may take an action to attack an entity or an opponent’s piece. Your structures may not attack your own party members. The attack does 1d6 normal attack damage. If your party has the “increased effectiveness” engineering focus, you may add it to the damage dealt, with the attack dealing a minimum of 1 damage.

Work Bench:

  • Work Points Needed: 15.
  • HP: 12.
  • Armor Class: 14.
  • Accuracy: NA.
  • Range: NA.
  • Stun Factor: NA.
  • Annustar Damage: 0.

Whenever this structure is active, and a supply space is landed on or passed, your party may collect an additional piece of ammunition for a ranged or hybrid weapon it owns. Suppose your party has the “increased effectiveness” engineering focus. In that case, your party gains extra ammo equal to 1 + your engineering modifier, with a minimum of 1 and a maximum of the weapon’s ammo regeneration attribute. For example, if a weapons ammo regeneration attribute is 3, the maximum amount of ammo that a party may gain with a Work Bench active and the increased efficiency focus is 6.

The additional piece of ammo must be the same type that you chose to gain for the supply space. Your party is still not able to exceed the maximum ammo on a weapon.

21.11 Hacking:    

Pieces can hack structures that belong to opposing parties. To do this, you must take an action, and one of your pieces must be within a range of 3 spaces of the structure you wish to hack. A player is unable to hack a structure during electronic interruptions.


When a piece uses the hacking action, both sides make a contest roll, with the piece performing the action being the offender. The offender adds their intelligence modifier, and gains a -4 penalty if they do not share a common language with the player’s structure they are hacking. The defender adds their engineering modifier to their roll. If the offender wins, then the structure gains the hacked structure status condition. If the defender wins, nothing happens.

21.12 Rails:    

Rails are a special type of structure that has similar attributes but differ in some of their rules. They allow for other structures to move across a particular side of the owning player’s yard with a bonus action. A player can build more than one of them, and it does not count towards the one-structure limit. You may also build a structure on top of a rail.

    
When rails hit 0 HP, they are destroyed like regular structures. However, they are not able to become stunned. When attacking a space with both a structure and a rail on it, only the structure can be attacked.


Rails:

  • Work Points Needed: 5.
  • HP: 10.
  • Armor Class: 12.
  • Accuracy: NA.
  • Range: NA.
  • Stun Factor: NA.
  • Annustar Damage: 0.

On your turn, you may use a bonus action to move your structure that is on top of a rail to another structure space that also has a rail on it. A continuous line of rails must connect the space that the bonus action starts on and ends on, and it cannot go through the great divide. If a structure is not on one, it cannot be moved by rails, and parties cannot build rails under it. It must be destroyed first, and then a new one built on a space containing rails.

21.13 Marking Structures with Dice:    

You may use dice to mark which structure is on which spaces by using dice, preferably mini dice such as a mini-d6. The table below is used to mark which number the die is placed face up, which correlates to the structure that is there.

    
Alternatively, one or more players could use the optional printable tokens found in Printable Asset G. These tokens are represented with the color orange.
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