|
Post by squirmydad on Mar 15, 2008 17:31:39 GMT -5
Thanks Shaun. My intent with the trucks was to make them strictly transportation oriented. They can be used as LOS shields but shouldn't be used for ramming. Truck drivers aren't trained for assault operations; union hires. I'm changing the Mothership to have the 'Resilient' attribute to represent progressive force field damage and failure. Have you given any thoughts to a 'Regeneration' attribute? Or did I just miss it? Really only useful for vehicles/giant monsters with the Resilient attribute or the ability to take more than one hit. It's one of the reasons that Godzilla is so powerful- he keeps regenerating from all the damage unless you disable his secondary brain. For infantry I've been making groups of Jim's Terra Force Troopers in Photoshop and reducing them to 20% size. They fit nicely on a small coin for a base then. I'll see about posting some pics soon. I should make some teeny mods of Patrick's SF troopers as I'll be able to upload those. Thanks for the clarification on the Missile Crawler, I just didn't want it to become overpowering.
|
|
|
Post by squirmydad on Mar 16, 2008 15:44:04 GMT -5
And now some 6mm infantry; JSDF Troops These are based on Patrick Crusiau's SF Regular Infantry and the bases are designed to fit on a US penny.
|
|
|
Post by magpiestear on Mar 16, 2008 17:39:33 GMT -5
OMG!!!!!!!!
Nice work Squirmydad, well done.
|
|
|
Post by squirmydad on Mar 17, 2008 14:47:12 GMT -5
Thanks, but all I did was reduce them. Two steps; 1) Multiply dpi x5 >okay< 2) Reduce image size to 20% >okay< Then make a template for the base and duplicate many times. I need to go through and remove the uniform coloring to create a blank version, then redo them in the seven JSDF colors that I used on the vehicles.
|
|
|
Post by magpiestear on Mar 17, 2008 17:13:47 GMT -5
Thanks, but all I did was reduce them. . At the moment my skills in this area amount to reducing/enlargeing the print size of a pdf to print multiples to a page to get smaller buildings or to increase to A3 for bigger models!
|
|
|
Post by squirmydad on Mar 19, 2008 14:24:36 GMT -5
Okay, try this out then; paperworlds.papermakeit.com/index.php?topic=554.new#newThe finished product is here; www.gallery.papermakeit.com/albums/userpics/Lil_Skelebits.pdfI'm thinking of a FOW attribute for them that's like Hvy Armor, but can be effected by any weapon; Living Steel (Advanced Repair System, Regeneration, Nigh Invulnerability (Nigh? What the heck is nigh?)) - If the element is hit by an attack of a lesser die value (<) than the element's die then the element may use a die type one size larger for it's recovery roll. If the element is hit by an attack from a die of equal or greater value (=>) then the element makes it's recovery roll using it's normal die. Example: A cyborg (D8) is hit by a machine gun (D6) so it shifts up and uses a D10 for it's recovery roll. (D6<D8) The cyborg (D8) is later hit by a maser rifle (D8) and this time uses it's regular D8 for recovery. (D8=>D8) Cost: +1DAC (?)
|
|
|
Post by shaungamer on Mar 20, 2008 1:10:36 GMT -5
Your stuff has been great Squirmydad. I still don't have the time to comment properly, but I think you have done well. +1DAC seems about right and I will probably call it 'Adaptive Armour' because it seems to suit all genres and types of situations where you would use it (Bio-armour, Minor regen ability or Advanced repairs!)
|
|
|
Post by shaungamer on Mar 22, 2008 0:19:43 GMT -5
Regeneration is one of those things that we are having difficulty qualifying. Finding a rule that suits it is quite hard. Resilient doesn't quite cut it. A suggestion is a second recovery roll, but that doesn't seem enough.
Any ideas?
|
|
|
Post by squirmydad on Mar 25, 2008 12:19:24 GMT -5
Regeneration is one of those things that we are having difficulty qualifying. Finding a rule that suits it is quite hard. Resilient doesn't quite cut it. A suggestion is a second recovery roll, but that doesn't seem enough. Any ideas? (much pondering)... I think that a unit would have to have Resilient first, then purchase Regeneration. Regeneration would work as an end of turn recovery roll using the unit's current die and would, on a successful roll, allow them to recover one die level that they had previously lost. Perhaps a flat 20 points cost as it a rather powerful attribute. Also, a new attribute modifier; 'Activate' which would cheapen the cost of some attributes that are normally automatic (-50% to the effected attribute?). That way something like Flight would count as an action instead of being an automatic ability. ie.; The Rocketeer needs both hands to control his jetpack and can't draw his pistol unless he sets the controls to hover or lands on top of the zeppelin first. Which leads me to 'Trigger'; an attribute modifier (+2DAC) that allows an attribute to automatically work during an opponent's turn but only if certain parameters are met. ie.; Being attacked by a certain weapon, movement within unit's LOS, hated foe is sighted. Weapons or abilities that are activated in an opponent's turn cannot be used on the owning unit's next turn. I'm thinking of point-defense systems on cybertanks and starships (activated by incoming missile fire), or the wizards Armor of Flaming Doom(0-range 4" explosion) is activated when attacked by Werewolves. My son and I have been playing with a simplified version of FOW for Giant Monster Battles and he wanted to simulate a Burning Godzilla power that he called 'Meltdown'. Basically BG would make a 0-range attack that had a 6" effect template centered on it. BG could also be damaged by it's own attack. It worked pretty well in the close confines of Osaka and the game ended with cinematic grandeur as BG was consumed by it's own power and the last of the JSDF AFVs were destroyed and the surrounding buildings collapsed in every direction. Only a few trucks escaped to spread the tale of destruction...
|
|
|
Post by shaungamer on Mar 25, 2008 16:02:02 GMT -5
That actually seems to be a good way of doing it. You are right, it is a very powerful ability, and would probably need to be used sparingly within an army. But it sounds fun!!!
Now that is a good idea. More of a fluff related attribute designed to make games fun rather than something that gives an advantage. I wonder if there are other attributes like this we can add???
This will definitely be included. I have been looking for something to emulate this type of effect but couldn't work out how to do it. I still am a bit sketchy on how to word it properly, but it is still pretty cool.
This sounds like so much fun!! I really need to get back to playing rather than making, all the time!!
|
|
|
Post by shaungamer on Apr 1, 2008 18:45:09 GMT -5
Unfortunately, it has been brought to my attention that the new FOW-SO pdf was still lacking. So I have made a revision (Version 2.51 is the latest) and reposted the file. Changes were some clarifications on the Attributes, the addition of the Sticky Attribute and some counters!!
|
|
|
Post by shaungamer on Apr 7, 2008 23:28:49 GMT -5
Another update to include two more Attributes!! Capture and Ensnare . . .
Latest version is 2.52
|
|
|
Post by squirmydad on May 1, 2008 13:32:27 GMT -5
Overdue comment on the new 'Capture' ability...Needs more text explanation. Right now there are no limitations on the range that a unit can be dragged and no chance of breaking free as you have in the Ensnare description. My cowboy could conceivably make a lasso long enough to reach across the entire game board and drag a buffalo back to him so that he could knife it to death. I know that's a ridiculous scenario, but it's currently feasible.
So, a possible amendment; Make your lasso as long as you want, once a hit with a capture weapon occurs the target unit must move a number of movement units equal to the DAC of the weapon towards the unit that hit it. Would they count as ensnared then? The affectde unit would have to make this move every turn until it breaks free or the capturing unit 'turns off' the effect, lets go, or is incapacitated. For added detail you could have an opposed die roll where each unit rolls their base die and whoever succeeds by the bigger margin is the victor. A victorious defender could choose to break free, a victorious aggressor would continue to drag it's helpless prey into it's gaping toothy maw to be slowly devoured over the course of centuries.
|
|
|
Post by shaungamer on May 4, 2008 21:38:42 GMT -5
Actually a lot of the attributes could do with more explanations!! Originally I was going to limit the Capture ability to the move value (Theoretically giving a hand to hand charge of 3x Move) but then got some crazy idea about a teleport capture system. I thought that sounded cool but didn't really think on it very well!! Making a lasso 48" long is going to be a very expensive weapon that doesn't do any damage, but I guess it could be worth it on a figure with really good melee weapons. So I guess I will need to add something like you have suggested to make it worthy!! Thanks for the feedback!!
|
|
|
Post by squirmydad on May 5, 2008 15:15:05 GMT -5
Actually a lot of the attributes could do with more explanations!! Originally I was going to limit the Capture ability to the move value (Theoretically giving a hand to hand charge of 3x Move) but then got some crazy idea about a teleport capture system. I thought that sounded cool but didn't really think on it very well!! Making a lasso 48" long is going to be a very expensive weapon that doesn't do any damage, but I guess it could be worth it on a figure with really good melee weapons. So I guess I will need to add something like you have suggested to make it worthy!! Thanks for the feedback!! Substitute "lasso" for "tongue" and you have a serious gobble-em up beastie in the making that can snag it's prey from the other side of the playing field.
|
|