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Post by pancake on Nov 5, 2011 2:10:51 GMT -5
I think more modz and perks are needed, the ones at the moment are fine. But more are needed to add flavor. More wierd and strange perk/modz for the many alien races that gruntz can bring to the table. At this time they are very limited and in games many vehicles and squads have all the same modz and perks. This may have been talked about before so sorry.
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Post by dassenkop on Nov 5, 2011 2:31:16 GMT -5
What I like about Gruntz rule is it being an open system still in development on some aspects. Modz and perks being one of them. What I want to say is if you have ideas introduce them in your games, test and futher tune them to your liking ... and share them on the forum Anyway I would be interested to see some 'negative' modz and perks as well. On another note I think you can also create dependencies, through imperfect units, which adds more variaty to the game as you play. For example introduce units that only produce shields that can protect full Gruntz squads but move very slow. Do I move the squad out of protective range of the shield unit or move double time to capture the objective before the enemy does? Thinks like that I'm currently considering to bring into one of my factions.
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Post by inrepose on Nov 5, 2011 10:01:05 GMT -5
Sounds great. Ideas for Modz and Perkz are welcome. Submit here for consideration
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Jarec
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Worst General EVER!
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Post by Jarec on Nov 5, 2011 13:21:31 GMT -5
Heavy chassis (1pt) Vehicle may mount weapons one class higher than its size, movement rate is halved.
One shot weapon (Perk -1pt) SAW weapon is one shot only. Once used SAW counts as a regular member of the squad
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Post by kealios on Nov 5, 2011 14:29:31 GMT -5
Slow and steady (-1) Unit or vehicle subtracts 2" of movement from its normal speed but gains some sort of better ability to navigate terrain (?)
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Post by pancake on Nov 5, 2011 15:58:38 GMT -5
Mod smoke screen the vehicle pumps out a 3inch smoke screen directly in front of it, that lasts untill its next turn. This allows the vehicle to get away. All shooting at the vehicle is at -5 shoot, 1smoke discharge per game. Perk electro damping transmitter all enemy vehicles within 6inch of the squad are at -2 shoot.
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Jarec
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Worst General EVER!
Posts: 27
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Post by Jarec on Nov 5, 2011 19:07:50 GMT -5
Maybe not a Mod but I would like to see some way to reduce the cost of units by making them immobile. Would be useful for things like bunkers.
Also maybe a drop pod option for transport type vehicles.
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Post by fjodin on Nov 5, 2011 19:22:16 GMT -5
Slow and steady (-1) Unit or vehicle subtracts 2" of movement from its normal speed but gains some sort of better ability to navigate terrain (?) Want this perk for Specialist to make field artillery. Artillery should have perk wich dont allow it to run!
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Post by fjodin on Nov 6, 2011 23:22:11 GMT -5
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Post by fjodin on Nov 6, 2011 23:23:55 GMT -5
Slow (-2) - Vehicle or Gruntz can run/ make double move. WIth this perk we can create some slow clunky tanks, and slow monsters/gruntz/aliens.
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Jarec
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Worst General EVER!
Posts: 27
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Post by Jarec on Nov 9, 2011 18:19:59 GMT -5
How about some sort of EMP round Mod, maybe with a skill test to keep the vehicle running. Shuts down a vehicle or Mech for 1 turn. Very nasty against flyers.
Of course you also need an EMP shielding Mod to protect yourself against it.
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Post by inrepose on Nov 10, 2011 4:12:05 GMT -5
Heavy chassis (1pt) Vehicle may mount weapons one class higher than its size, movement rate is halved. Half movement might be a bit extreme but I like the simplicity of it. Perhaps make it 3pts but make movement -2 to base move? One shot weapon (Perk -1pt) SAW weapon is one shot only. Once used SAW counts as a regular member of the squad Not sure how to get the one shot bit working, it might clash with the way full-auto weapons are going to be planned. I like the negative ones though!
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Post by inrepose on Nov 10, 2011 4:13:25 GMT -5
How about some sort of EMP round Mod, maybe with a skill test to keep the vehicle running. Shuts down a vehicle or Mech for 1 turn. Very nasty against flyers. Of course you also need an EMP shielding Mod to protect yourself against it. I think EMP is linked to Neural net attacks, which need further detailing. You can disable a vehicle for an activation with a critical NN attack if I remember correctly.
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Deleted
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Post by Deleted on Nov 23, 2011 17:36:37 GMT -5
ECM Pod. +2 to guard against missile attacks within 5" of the vehicle with the Mod. I'm thinking 5 points.
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Post by inrepose on Nov 24, 2011 6:39:07 GMT -5
Slow and steady (-1) Unit or vehicle subtracts 2" of movement from its normal speed but gains some sort of better ability to navigate terrain (?) Great one. I had thought about this for a while and probably need about 6 negative perks. Someone once mentioned "Soft Shell" or something for open top troop carriers which would also work well.
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