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Post by timvidlak on Aug 24, 2012 19:21:28 GMT -5
How about a perk or just an option for variable movement types for gruntz units.
The one that most interests me is to makes a gruntz unit into fliers. This would give the unit a move of 8 or 10 & allow them to ignore terrain up to 4" tall just like a Grav Vehicle but also allow you to field units of drones or fliers for 2 or 3 points extra & the unit can not have squad attachment. I got thinking when I started my Hive Mind army based on the Zerg from Star Craft & I have lots of winged fliers & don't see all of them as 4 wound models so I can't justify making the Specialist, also this wold allow units of combat drone that are small & expendable.
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NathanIW
Recruit
Winnipeg, MB, Canada
Posts: 29
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Post by NathanIW on Aug 29, 2012 13:09:35 GMT -5
It would definitely be good for non-human troop types to have different speed options available.
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Post by timsnoddy on Nov 5, 2012 13:14:46 GMT -5
Vehicle Mod: Anti Armour ammo. Convert AE value for all weapons to additional AP capability.
Free or 1pt?
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Post by zephyr40k on Aug 14, 2013 0:34:59 GMT -5
Remember the old RPG "Champions?" That had a wonderful way of adding positive and negative modifiers to powers and attacks to make them suit your model. While I don't think Gruntz should be as complex as that game, I think we can take some ideas from that. For example,
Weapon modification Perkz.... we've got the one that extends the weapon's range, why not ones that:
-reduce range -add AOE -add or reduce AP -add or reduce damage
Movement perks/mods: -Tunneling: like jump jets but in addition the unit is not subject to overwatch fire while moving. Should cost 1 or 2 points more than jump jets. -Reserves: can be held off-table in a game scenario that does not normally allow that. -Minimum speed: negative Perk that requires a vehicle to move a minimum amount each turn
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Post by inrepose on Aug 14, 2013 11:04:47 GMT -5
I like those zephyr40k. I had used thought about in-class boosts for weapons. It can be difficult to point/cost it up because sometimes you could be taking a weapon into a similar class as another one but if the result is not a total change to the weapon it could work. Especially if you were working on Specialists in small skirmish level games and wanted really unique weapons.
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Post by zephyr40k on Aug 19, 2013 14:05:53 GMT -5
Here's another idea that might be a bit OP, what do you think: -Ambusher (specialist only). A solo lurker. This unit is not deployed at the beginning of the game. Instead, after terrain setup but before either side deploys, write down where this unit is located on the board, using X-Y coordinates for a certain number of inches from one corner of the board. (For example: 23 inches right and 16 inches up from my back-left corner). This note is kept hidden from the opponent until the unit is deployed. Then, at the beginning of the owning player's turn, the player can place the unit in this exact location. If the unit cannot be placed there for any reason (including impassible terrain or any other units already occupying this spot), then the unit is removed as a casualty. Alternately: -Ambusher (specialist only): A solo lurker. This unit is not deployed at the beginning of the game. Instead, at the beginning of the owning player's turn, the player can place the unit in base contact with any enemy unit. -Sessile (negative perk): the unit's base movement is zero. This would be a way to simulate alien mantrap-style creatures, something like a bigger version of this: io9.com/a-guide-to-the-ravenous-hellbeast-that-is-the-carnivoro-1032957256edit: thinking about it more, this could also be used for drop pods.
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Post by twogunsblazing on Aug 19, 2013 18:06:12 GMT -5
The Ambush perk is a cool idea, Zephyr40k. You could also include either a Skill or Mental check roll for the model being ambushed, which if they passed, they could mitigate some of the effectiveness of the ambush attack (or perhaps avoid it altogether). This would represent the target's skill or inherent abilities, or perhaps even high tech detection equipment, coming into play and would give a reason to include the use of skill/mental stats in the game...
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Post by twogunsblazing on Aug 29, 2013 3:05:34 GMT -5
New Mod.
Cost: Free
Twin Linked: The vehicle has two weapons which always fire together and at the same target. Two separate rolls to hit are made and the second roll does not suffer the usual -1 penalty.
The bonus is the removal of the -1 penalty because both weapons are essentially firing at the same target and at the same time using the same targeting solution/system. The trade off is that both weapons must fire at the same target, which may be overkill and detract from maximising the usefulness of the vehicles ability to fire at two separate targets.
I'm looking at putting together and painting some of the CMG Dragamaa Heavy Tanks, which have a turret mounting two main weapons. I think it would be cool to have a Mod similar to above.
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Post by twogunsblazing on Aug 30, 2013 0:47:48 GMT -5
New Perk.
Cost: +2 points.
Lightning Reflexes: If not on Overwatch, the Gruntz Squad Automatically passes its Mental Test to React Fire OR React Assault.
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Post by idconstantine on Aug 30, 2013 15:51:12 GMT -5
Twogunsblazing, Twin Linked is an excellent idea. I have plenty of mecha that could use this Mod
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Post by twogunsblazing on Aug 30, 2013 22:20:41 GMT -5
Twogunsblazing, Twin Linked is an excellent idea. I have plenty of mecha that could use this Mod Thanks, I guess you could also claim the Advanced AI Targeting Mod for both weapons as essentially they are operating in tandem.
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Post by twogunsblazing on Aug 30, 2013 22:36:39 GMT -5
New Mod.
Cost: -2 points per negative applied.
Poor Attack Mode: -1 to Shoot OR Assault attacks.
With my Aliens forces, because they're mostly assault orientated, I find when I allocate a Skill score to the unit, then this reflects their Skill in both Assault AND Shooting. I'd like to have these creatures be good at Assaulting but not so good at Shooting. With the inability to differentiate between Assaulting and Shooting with a single Skill score, I think it would be cool to have the ability to subtract from one or the other of these attack modes.
For instance, say I would like to have a creature who was skill 5 at Assaulting. I then give it a Skill score of 5...however this also means it is Skill 5 at Shooting, which I don't want...I may prefer to have it at Skill 4 for Shooting. So if I have a Mod that allows me to subtract from some of the creatures Shooting ability, I achieve a similar result as being able to allocate a Skill of 5 to Assault and a Skill of 4 to Shooting. This would be cumulative, so for -4 points, I would apply a -2 to Shooting and would then have a Skill of 5 (for Assaults) and a comparable Skill of 3 for Shooting.
You could of course do the same the other way around, and have a creature with a negative to its Assault attacks instead of its Shooting attacks.
This just allows you to more easily tailor your units to fit in with the thematic image you have for them.
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