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Post by timvidlak on Nov 19, 2014 3:17:16 GMT -5
I decided to rework the Cards for my Sci-Fi Factions & will be posting them to my blog The First of these is my Rieks Guard. I am planning to get at least the Basic Cards for 4 to 6 Factions up as soon as I am Able. Some Cards have Additional Rules based on TO&E as well as my Personal Taste these are on the appropriate cards. In Addition I Feel Sub Commander, Engineer & Medic Should be Unit Types as the Commander is not Perks or Mods. The Card fo the Rieks Guard are at the following link federatin-empire15mmsci-fi.blogspot.com/2014/11/cards.html
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Post by soldado on Nov 19, 2014 15:09:54 GMT -5
These look good but I do have questions, your laser specialist has the "light them up perk" wouldnt this be a more useful if you gave it to the basic squads (that are usually closer to the enemy) so they can give the advantage to the support weapons? I might be missing something here though.
On the mechanoid cards how did you get the system to allow you add more perks as your recce mechs seem to have 4 is this just photoshop job?
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Post by timvidlak on Nov 19, 2014 18:54:09 GMT -5
I Usually Attach My Weapons Specialist to Squads or form Weapons Squads Notice the Notes of 2 to 4 Teams for the Duration of the Mission & Use House Rules like Deploy-able Weapons Teams: It takes 1 Action for the Unit to deploy or Limber its Primary weapon the Team Carries A Pair of Secondary Weapon which may be used while Moving Stabilized +1 to hit in addition to other factors , Since Let it rip does not with Auto-Fire Weapons The Team Can always Light Targets up if in Range then Shoot.
The Windows Version of the Barracks Lets you cut & Paste Into the Notes Section of the Card. I will Have to Update the Mechanoids Cards to include Unruly they can not go Prone, & I think Plug & Play & Automaton Should Be allowed as a Single Perk. The Mechanoid Squads Will cost 45 points & the Recon Mechanoids Will be 30 points. The Infiltration perk on the recon unit is in exchange for the removal of the Auto Laser. Additionally I Believe Warbots Combat Cyborgs & Power Armor (War Forms) Units Should have Advance Targeting, Enhanced Reflexes & Mobility, plus many other systems. This is why I Gave the Mechanoids Exceptional Stats & additional Abilities.
I am working on Creating Unique Factions with full TO&E & variable Combat Doctrines over time, So some Cards Will have 2 versions a by the book & Specialized.
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Post by timvidlak on Nov 22, 2014 5:11:06 GMT -5
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Post by carvo on Nov 22, 2014 9:25:48 GMT -5
look good to me! loving the pictures on each card too (must go back and re-do my cards...)
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