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Post by gypsycomet on Mar 7, 2012 13:12:21 GMT -5
Thanks for all these ideas. Many of them will go into the new perkz table. I think where there are similarities like the Automaton vs Fanatics, I will keep them as one but perhaps explain that it can be applied to robotic types or fanatical maniacs. The problem here is the one Perk limit for troops. We can't stack Perks to represent different troop types. If both remove the need for Mental checks, but one also requires a particular behavior (such as requiring a Charge if enemies are in range) then they are different and need separate listings. As much as it would complicate matters, it might be useful to separate Perks as positives from their occasional negatives, and allow one of each. That way, the Automaton Perk can be applied to both fanatics and robots (worded to specify Mental checks that force a retreat, perhaps) while a Hot-Blooded/Hungry flaw can be applied to make the fanatics charge nearby foes *unless* a Mental check is made. The potential for conflict can be handled either by careful wording OR by stating that rolls called for by Flaws always take precedence over immunity to rolls from Perks.
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Post by josedominguez on Mar 7, 2012 19:31:28 GMT -5
How do you stat up a horde of creatures that move fast? We were just going to use the same formula as specialists (extra 5 points for the second one). same for a horde of zombies... they need swarm and undead.
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Post by gypsycomet on Mar 7, 2012 20:16:01 GMT -5
Swarm is an odd one, as it trades "larger unit size" for "no attachments". Robin hinted a couple months back that variable unit size may be coming in 1.1, so Swarm may be going away except as a No Attachments Flaw.
From the point of view of designing zombie hordes, though, you don't really need Swarm. Just don't buy attachments. They retain that slightly higher tactical flexibility of more activations.
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Post by josedominguez on Mar 7, 2012 21:05:54 GMT -5
Zombies have gotta swarm, that's what they do
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Post by josedominguez on Mar 21, 2012 5:44:40 GMT -5
Phase Skip generator: Powerful displacement generators enable the unit to phase into subspace. The unit may 'skip' rather than normal movement. The unit may turn up to 90 degrees then roll 3D6 and move directly forward this amount. All intervening terrain is ignored. If the unit lands in another model (terrain or otherwise) then it will scatter to the closest safe exit point. On any triple the unit is lost in subspace. 1 point
Inexorable advance: The model is capable of withstanding huge amounts of incoming fire. When removing waxed models roll D6 for each waxed counter, on a 5-6 a model is removed as normal. On a 1-4 leave the counter in place. For every waxed counter in place, unit movement is reduced by 1" and shooting is at -1 Remove all counters at the end of the unit's activation. (this represents something like the terminator.... walking into fire, almost impossible to destroy but massed fire slows it down and ruins it's aim). 4 points
Infected: For every double rolled for damage in assault, remove one enemy model and add one to the infected unit. This only works on humanoid gruntz. 1 point
Engulf: The model is amorphous or possesses a huge gaping maw. On a critical hit roll (two sixes) in melee, one enemy grunt is automaticall swallowed and killed. Remove the model as a casualty ( he is beyond medical help). This works against living targets of the same size or smaller than the attacker. 1 point
Power field generator: The model is surrounded by dome of energy which protects those around it. The dome has guard 11, soak 13 and four wounds. Cost 2 per 1" radius. Best represented on the table by a circular template (laminate it and mark on the wounds). The shield can be recharged using two actions, roll 2D6, the unit regains a number of sheilds equal to the lowest number rolled. ON a double, the sheild burns out completely.
Improved Power field generator: as above but guard 11, soak 14 and six wounds.
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Post by papabees on Mar 21, 2012 17:48:46 GMT -5
Phase Skip generator: Powerful displacement generators enable the unit to phase into subspace. The unit may 'skip' rather than normal movement. The unit may turn up to 90 degrees then roll 3D6 and move directly forward this amount. All intervening terrain is ignored. If the unit lands in another model (terrain or otherwise) then it will scatter to the closest safe exit point. On any triple the unit is lost in subspace. 1 point Inexorable advance: The model is capable of withstanding huge amounts of incoming fire. When removing waxed models roll D6 for each waxed counter, on a 5-6 a model is removed as normal. On a 1-4 leave the counter in place. For every waxed counter in place, unit movement is reduced by 1" and shooting is at -1 Remove all counters at the end of the unit's activation. (this represents something like the terminator.... walking into fire, almost impossible to destroy but massed fire slows it down and ruins it's aim). 4 points Infected: For every double rolled for damage in assault, remove one enemy model and add one to the infected unit. This only works on humanoid gruntz. 1 point Engulf: The model is amorphous or possesses a huge gaping maw. On a critical hit roll (two sixes) in melee, one enemy grunt is automaticall swallowed and killed. Remove the model as a casualty ( he is beyond medical help). This works against living targets of the same size or smaller than the attacker. 1 point Power field generator: The model is surrounded by dome of energy which protects those around it. The dome has guard 11, soak 13 and four wounds. Cost 2 per 1" radius. Best represented on the table by a circular template (laminate it and mark on the wounds). The shield can be recharged using two actions, roll 2D6, the unit regains a number of sheilds equal to the lowest number rolled. ON a double, the sheild burns out completely. Improved Power field generator: as above but guard 11, soak 14 and six wounds. Cool stuff.
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Post by psyckosama on Mar 21, 2012 18:15:22 GMT -5
I agree, remove the one mod/perk limit. It's very limiting.
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Post by josedominguez on Mar 22, 2012 5:55:48 GMT -5
How about using the same rule as specialists? Extra positive perks cost 5 points more. Add perk classes too..... positive, neutral and negative. e.g. Unfeeling- immune to suppression etc. Positive Slow- can only use one action to move (can still be pushed) Negative.
This allows you to make a classical undead model with both perkz or a fast undead with just unfeeling.
Some more perkz
Zombie: As already dead and must always move towards the closest living target in LOS. If obstructed, the controlling player may decide which way the zombies move to get around the obstacle. Zombies have some self of self-preservation and will treat impassable rivers, lava, cliffs as obstacles, they will not however avoid traps, minefields etc...
Rage Zombie: As zombie but the model's base move is 6" still may not run. (allows them to cover ground quickly, but they won't outdistance humans on a dead run...... just like in the zombie films)
Mob: unit coherency is 1" between models, they have no leader if models from another mob unit move within 1" then the two merge. (zombie swarms) White rabbit (specialist perk): This model is trained to bait and lead zombie units, using the infected as a lethal biological weapon. White rabbits use a mixture of methods from trained dogs to remote drones armed with biological camouflage. The unit may use its 'bait' to lead any zombie formation within 12". For each action, place a 'bait' counter on a single zombie formation. This unit may be moved in any direction on its next activation, once activated, remove the counter. Friendly zombie units never target the white rabbit unit itself unless they choose to be targetted. If targetted by enemy zombies the unit is ignored if it can pass a skill 12 test.
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Post by psyckosama on Mar 22, 2012 16:56:15 GMT -5
I think 5 points is a bit crippling. I'd think it would be better first perk is free, every additional perk costs 1 point extra.
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Post by inrepose on Mar 22, 2012 17:44:15 GMT -5
I agree on the 5pts point. The latest re-work of the pts is a little clearer and will make some sense with regard to perkz and weapons.
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Post by psyckosama on Mar 22, 2012 22:45:41 GMT -5
I agree on the 5pts point. The latest re-work of the pts is a little clearer and will make some sense with regard to perkz and weapons. Will it allow for other units to take multiple perkz/mods? Please say yes...
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Post by josedominguez on Mar 24, 2012 11:08:02 GMT -5
Vehicle Mod
Point defense: The vehicle is equipped with explosives mounted at strategic points. The crew may activate these explosives as part of a firing action surrounding the vehicle with a storm of flechettes, shrapnel or buckshot. AE 1" from the vehicle shoot +4 Dmg + 5. One use only.
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Post by psyckosama on Mar 27, 2012 13:36:25 GMT -5
Unreliable? Basically put in rules that the vehicle can break. Its weapons systems lose accuracy or stop working all together. Its movement slows or stops. Basically to show that some groups can't afford regular maintenance or some vehicle designs simply suck or are built to poor standards. That will be great foe WW1 and VSF! Yeah. How about you have to roll 2d6 every time you activate a vehicle. On a 2 you take a single critical hit to represent something just got banged loose, broke, jammed, or otherwise needs the tender loving care of a mechanic...
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Post by psyckosama on Mar 27, 2012 13:42:29 GMT -5
That will be great foe WW1 and VSF! Yeah. How about you have to roll 2d6 every time you activate a vehicle. On a 2 you take a single critical hit to represent something just got banged loose, broke, jammed, or otherwise needs the tender loving care of a mechanic... Kamikaze: When destroyed, instead of placing a waxed token next to a figure, place a 2 inch template over the mini and count it as a frag(?) grenade detonation, then remove the figure from play. Players may also chose to detonate and destroy their mini at any time. Great for zippy little suicide drones.... a vehicular version would be that it automatically explodes upon destruction... or when the player wants it to. Allows for all kinds of suicide bombing action
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Post by josedominguez on Mar 27, 2012 16:41:42 GMT -5
How about 'Remote detonator' a specialist carries a transmitter that can cause certain units to blow.... makes the card activation rules really work for you (you have to work out which to move first).
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