Post by Adam on Jun 9, 2008 10:32:11 GMT -5
Die-hards are the 'vanilla' faction. Essentially, they're gangers who've decided to set aside their normal affiliations when in combat, in order to concentrate on working together properly as a team and whatnot. So while one might be an Emnian, one a Mortian, et cetera, they put it to one side when they're fighting and join together as a synergised team.
Die-hards are the equivalent of most wargames' Basic Human Good Guy faction: versatile, jack of all trades, all-rounders, nothing particularly extravagant but with their fair share of impact. They don't have any single-model special rules, special upgrades, or anything of that sort; they're just normal mech-riders. However, they do have a skill table and probably some team special rules. Their playstyle should be versatile and synergistic - giving them a hardened-veteran, unified feel. Not sure on how to port this through to any team special rules. Giving them all cheap or free data nodes might be a neat way of doing it.
Skills might include both Leadership and Hard as Nails as well as, hmm...
- Hold At All Costs: [Mechs only] The rider is a veteran at holding objectives with a fierce aggressive defence, evading and defending but always maintaining a hold on the critical point. Whenever an enemy model finishes its move within objective holding range of an objective the skilled mech is also holding, and the skilled mech has LOS to it, the skilled mech may attempt to suppress it with shooting. Both models roll a D6 and add their Reflexes. If the skilled mech wins, it immediately fires a single heavy or light weapon at the enemy. The salvo has a -2 to hit, but the suppressing fire will force the enemy mech to move directly away from the objective by half its Speed (which doesn't count for move-and-fire purposes). Its facing doesn't change, so it will remain facing the direction it was after its original move. In addition, any fire at the skilled mech will suffer a -1 to hit due to its evasion and use of cover.
- Bruiser: [Not hornets*] This pilot has tooled his machine up to be as brutal-looking and tough as possible, covered in spikes and extra armour and guns, built for leading attacks and drawing fire from comrades. The model gets +1 Armour, and enemies taking Proximity tests in order not to fire at it suffer a -2 Ps modifier for the roll.
- Stealth: [Not flyers] The mech counts as having Camoskin. If it already has the upgrade, the range at which it can be seen is reduced to 6".
- Execution: The pilot is skilled at the precise kill shot, neatly placed rocket or decapitation against a temporarily incapacitated enemy. A mech or hornet can use this skill in close combat if its opponent (or all opponents in a multiple combat) is knocked down at the start of the phase, and a flyer can use it in the Shooting phase targeting a knocked down model within 6". The model makes a single attack with any one weapon. It automatically hits, and does double damage (after armour is factored in).
*Juves can't get skills.
Other ideas? (I'm not going to post up full faction rules, I want to get other people's opinions before I go about making anything definite.)
Special Character: 'Ave Some of This!
ASOT is a big, massive, nasty heavy. It's got The Sublimator on one arm and a huge powered fist holding an even huge-er wrecking ball (giga CCW - thank you Twin!) on the other, plus some nasty guns on its shoulders. It's going to stomp all over the big gun limits, but then the special characters are gonna be a bit (or a lot!) outside of the standard profile, otherwise you'd be able to make them anyway. It'll probably get the Bruiser skill above.
ASOT should have a good couple of leadership rules. Perhaps the normal Leadership skill, but with an 18" range. It gets Hard as Nails on the basis of being a Leader, along with all the other bonuses. Hmm, what else. Comes with a data node, so you'll benefit from that if you include a few in your force. Perhaps a 'Lead by Example' skill where if ASOT damages a target with shooting (incredibly likely!), friendlies get +1 to hit it this turn. That sort of thing. Input appreciated.
Die-hards are the equivalent of most wargames' Basic Human Good Guy faction: versatile, jack of all trades, all-rounders, nothing particularly extravagant but with their fair share of impact. They don't have any single-model special rules, special upgrades, or anything of that sort; they're just normal mech-riders. However, they do have a skill table and probably some team special rules. Their playstyle should be versatile and synergistic - giving them a hardened-veteran, unified feel. Not sure on how to port this through to any team special rules. Giving them all cheap or free data nodes might be a neat way of doing it.
Skills might include both Leadership and Hard as Nails as well as, hmm...
- Hold At All Costs: [Mechs only] The rider is a veteran at holding objectives with a fierce aggressive defence, evading and defending but always maintaining a hold on the critical point. Whenever an enemy model finishes its move within objective holding range of an objective the skilled mech is also holding, and the skilled mech has LOS to it, the skilled mech may attempt to suppress it with shooting. Both models roll a D6 and add their Reflexes. If the skilled mech wins, it immediately fires a single heavy or light weapon at the enemy. The salvo has a -2 to hit, but the suppressing fire will force the enemy mech to move directly away from the objective by half its Speed (which doesn't count for move-and-fire purposes). Its facing doesn't change, so it will remain facing the direction it was after its original move. In addition, any fire at the skilled mech will suffer a -1 to hit due to its evasion and use of cover.
- Bruiser: [Not hornets*] This pilot has tooled his machine up to be as brutal-looking and tough as possible, covered in spikes and extra armour and guns, built for leading attacks and drawing fire from comrades. The model gets +1 Armour, and enemies taking Proximity tests in order not to fire at it suffer a -2 Ps modifier for the roll.
- Stealth: [Not flyers] The mech counts as having Camoskin. If it already has the upgrade, the range at which it can be seen is reduced to 6".
- Execution: The pilot is skilled at the precise kill shot, neatly placed rocket or decapitation against a temporarily incapacitated enemy. A mech or hornet can use this skill in close combat if its opponent (or all opponents in a multiple combat) is knocked down at the start of the phase, and a flyer can use it in the Shooting phase targeting a knocked down model within 6". The model makes a single attack with any one weapon. It automatically hits, and does double damage (after armour is factored in).
*Juves can't get skills.
Other ideas? (I'm not going to post up full faction rules, I want to get other people's opinions before I go about making anything definite.)
Special Character: 'Ave Some of This!
ASOT is a big, massive, nasty heavy. It's got The Sublimator on one arm and a huge powered fist holding an even huge-er wrecking ball (giga CCW - thank you Twin!) on the other, plus some nasty guns on its shoulders. It's going to stomp all over the big gun limits, but then the special characters are gonna be a bit (or a lot!) outside of the standard profile, otherwise you'd be able to make them anyway. It'll probably get the Bruiser skill above.
ASOT should have a good couple of leadership rules. Perhaps the normal Leadership skill, but with an 18" range. It gets Hard as Nails on the basis of being a Leader, along with all the other bonuses. Hmm, what else. Comes with a data node, so you'll benefit from that if you include a few in your force. Perhaps a 'Lead by Example' skill where if ASOT damages a target with shooting (incredibly likely!), friendlies get +1 to hit it this turn. That sort of thing. Input appreciated.