GJD
Grunt
Bigger than a breadbox
Posts: 97
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Post by GJD on Aug 8, 2012 10:53:23 GMT -5
Universal Modz
Slow Reload (Weapon) - The named weapon (s) are slow to load, target or fire and may only fire every other turn. (Negative Mod)
One shot (weapon) - the named weapon(s) may only fire once per game. This may be because of limited ammunition or a slow recharge speed. (Negative mod)
Limited Shots (#) (Weapon) - the named weapon system has # number of shots. Once these are fired, the unit can no longer use that weapon. (Negative Mod)
Vehicle Modz
Weak Suspension - The vehicle can only move on open terrain. Any movement into or through rough terrain will immediately cause a critical roll as though the next critical box on the damage track had been reached. Normal critical still apply (negative mod)
Lemon/junker - in every batch there is a lemon, a vehicle that just won't run right. Every hit on this vehicle that causes damage also causes a critical (negative mod)
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Post by inrepose on Aug 13, 2012 10:44:06 GMT -5
Nice range there. I was also thinking recently of some deployment type modz/perks - perhaps something that lets the player deploy deeper into the table with specific models.
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GJD
Grunt
Bigger than a breadbox
Posts: 97
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Post by GJD on Aug 13, 2012 19:33:57 GMT -5
I think you have to be careful there, as deploying further in can be a double edged sword, and often deployment rules are better built into scenario rules.
That said, infiltration of an advanced unit as a tactic is a sound one. As are something like Drop Troops - making orbital drops onto the battlefield, or Burst From Below for sneaky tunneling aliens/screaming robots.
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Post by inrepose on Aug 14, 2012 10:32:17 GMT -5
I agree it can be difficult because you get hit early by the enemy if they go first. Like you I had also thought of tunnel based aliens - perhaps giving them some 1 or 2 "exit tunnel" counters to drop into the field but perhaps not as far in as the opponents deployment zone.
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