Post by Adam on Jun 8, 2008 6:09:49 GMT -5
Faction Rules
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You can take a mixed team, which can include models from any faction, or a faction team, where all models are from a single faction. A faction team may include up to one mercenary model (which may be a special character), and a Mercenary faction team can include up to one model from another faction (see the Mercs' rules on this). All factions have an associated special character. Some SCs can only be taken with teams of their faction; others can also join mixed or Mercenary teams. Regardless of what you're allowed to take, a team may only include a single special character. Remember also the Variety Rule: a team cannot include two mechs with the same characteristics or duplicate weapons on different mechs.
In larger games (12-15,000 cogs and up) you may want to form a side out of allied teams. These don't necessarily have to be played by two different players or anything, they just join up to form one side of the game. Agree with your opponent beforehand how many teams per side are allowed. These teams follow completely separate restrictions, including special characters, the Variety Rule, faction/mixed teams and so on; they can be from different factions. The only restriction on two or more teams fighting side by side is that you can't have the same special character twice in a side. While it is possible for a special character to fight a duplicate of itself - nobody likes an impostor falsely using their reputation! - there won't be two on the same side, as if someone pretending to be Opal attempted to join up with the real Opal, they'd be vapourised instantly. Anyway, two Towers of Satan or, yes, Opals on the same side is just stupidly overpowered.
So, factions. A faction will have a number of rules pertaining to itself, setting it apart from others. It's important to note that Duel of Steel has no army lists. You are restricted in the number of juves, hornets and flyers you can take, and of course can only have one leader, but that's it. There are no preset units and you can design the machines entirely yourself. Some factions may add - or loosen - restrictions based on background or theme, and some may offer additional upgrades that can be bought, but there are no unique faction units bar the special characters. A faction is defined entirely by its special rules and not an army list.
These so-lauded rules can be broadly broken down into single-model and team special rules, which have 'subcategories' of their own. Single model special rules, as the name suggests, affect every model of that faction singly. These may include actual special rules, unique upgrades or options, and similar things. Single model special rules will affect every model in a faction team (a team where every model is from the same faction, barring the optional mercenary) and will also affect models of that faction used in other teams (e.g. mixed teams, mercs joining other teams).
Team special rules apply to every model in a faction team, but not models of that faction that have joined other teams. While single-model rules reflect the tendencies of individual members or worshippers, team rules show the way they work together, when their qualities are amplified by the presence of others and they can learn skills focused in that direction. For example, a single Light of the Angel believer in a mixed team likely represents a torpedo (slang term for fast, highly destructive and slightly expendable assault madman), but a team full of them is a hard-core hammerblow of zealous faith and mass destruction, pushing itself and its weapons right down the enemy's throat. Similarly, one or two Opalites amid a mixed group might be skilled fighters and excellent tacticians, but unless they're in charge, won't make a huge impact. Even if the leader is an Opalite, the tools he or she has to work with are comparatively crude. By contrast, eight Opalites working together, without the slower, less adept combateers that form the rest of the world, are a smooth and well-oiled weapon of synergised versatile death.
Team rules can include ordinary special rules, unique upgrades or options, just like single-model rules. However, the team special rules will also include a skill table. A model in a faction team can buy a roll on this skill table for a certain cost, probably about 20 or 25 cogs, fixed across the board. Some skills will be more or less powerful than others, but they should all be fairly significant, and the randomness of the roll - a D6 or D10 - will counterbalance this. The skill for each mech that's bought one is rolled before the game. These skills can also be given to special characters (and they might not necessarily use ones from their own faction's table) and similar models (for example, leaders come with Hard as Nails and Leadership built in).
Mixed team
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Can include models from any faction. Models get their single-model special rules, but not their team special rules.
A mixed team can also include some of the special characters (this'll be noted in the character's description). Remember, a team may never include more than one special character.
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You can take a mixed team, which can include models from any faction, or a faction team, where all models are from a single faction. A faction team may include up to one mercenary model (which may be a special character), and a Mercenary faction team can include up to one model from another faction (see the Mercs' rules on this). All factions have an associated special character. Some SCs can only be taken with teams of their faction; others can also join mixed or Mercenary teams. Regardless of what you're allowed to take, a team may only include a single special character. Remember also the Variety Rule: a team cannot include two mechs with the same characteristics or duplicate weapons on different mechs.
In larger games (12-15,000 cogs and up) you may want to form a side out of allied teams. These don't necessarily have to be played by two different players or anything, they just join up to form one side of the game. Agree with your opponent beforehand how many teams per side are allowed. These teams follow completely separate restrictions, including special characters, the Variety Rule, faction/mixed teams and so on; they can be from different factions. The only restriction on two or more teams fighting side by side is that you can't have the same special character twice in a side. While it is possible for a special character to fight a duplicate of itself - nobody likes an impostor falsely using their reputation! - there won't be two on the same side, as if someone pretending to be Opal attempted to join up with the real Opal, they'd be vapourised instantly. Anyway, two Towers of Satan or, yes, Opals on the same side is just stupidly overpowered.
So, factions. A faction will have a number of rules pertaining to itself, setting it apart from others. It's important to note that Duel of Steel has no army lists. You are restricted in the number of juves, hornets and flyers you can take, and of course can only have one leader, but that's it. There are no preset units and you can design the machines entirely yourself. Some factions may add - or loosen - restrictions based on background or theme, and some may offer additional upgrades that can be bought, but there are no unique faction units bar the special characters. A faction is defined entirely by its special rules and not an army list.
These so-lauded rules can be broadly broken down into single-model and team special rules, which have 'subcategories' of their own. Single model special rules, as the name suggests, affect every model of that faction singly. These may include actual special rules, unique upgrades or options, and similar things. Single model special rules will affect every model in a faction team (a team where every model is from the same faction, barring the optional mercenary) and will also affect models of that faction used in other teams (e.g. mixed teams, mercs joining other teams).
Team special rules apply to every model in a faction team, but not models of that faction that have joined other teams. While single-model rules reflect the tendencies of individual members or worshippers, team rules show the way they work together, when their qualities are amplified by the presence of others and they can learn skills focused in that direction. For example, a single Light of the Angel believer in a mixed team likely represents a torpedo (slang term for fast, highly destructive and slightly expendable assault madman), but a team full of them is a hard-core hammerblow of zealous faith and mass destruction, pushing itself and its weapons right down the enemy's throat. Similarly, one or two Opalites amid a mixed group might be skilled fighters and excellent tacticians, but unless they're in charge, won't make a huge impact. Even if the leader is an Opalite, the tools he or she has to work with are comparatively crude. By contrast, eight Opalites working together, without the slower, less adept combateers that form the rest of the world, are a smooth and well-oiled weapon of synergised versatile death.
Team rules can include ordinary special rules, unique upgrades or options, just like single-model rules. However, the team special rules will also include a skill table. A model in a faction team can buy a roll on this skill table for a certain cost, probably about 20 or 25 cogs, fixed across the board. Some skills will be more or less powerful than others, but they should all be fairly significant, and the randomness of the roll - a D6 or D10 - will counterbalance this. The skill for each mech that's bought one is rolled before the game. These skills can also be given to special characters (and they might not necessarily use ones from their own faction's table) and similar models (for example, leaders come with Hard as Nails and Leadership built in).
Mixed team
=======================
Can include models from any faction. Models get their single-model special rules, but not their team special rules.
A mixed team can also include some of the special characters (this'll be noted in the character's description). Remember, a team may never include more than one special character.