I am interested in a fantasy version of FoW but feel that there are certain aspects of fantasy warfare that haven't been covered sufficiently in the main rules.
I am hoping you guys could give some suggestions for extra attributes if I was to do a fantasy suppliment.
Deny Charge - The Trooper or Vehicle equiped with this attribute is designed defensively and specifically to negate charges. An enemy unit does not get the +2 bonus for charging. I was mainly thinking of troops with pikes and other defensive units.
Stealth- This attribute is for troopers only. The Trooper cannot be targeted from a range greater than 25. In effect he is hidden and cannot be seen. I was mainly thinking of Rangers and other sneaky units.
How about High Magic. Can only be taken by a trooper with the Magic Attribute. That trooper can have an additional 6 points of spells.
For that matter it is completely possible to break spells up or create new ones into certain Magic groups. Each having its own Attribute to use those spells. Like Necromancy- Trooper can have 6 dif. points worth of Necromancy spells.
Post by shaungamer on Jan 14, 2007 17:39:52 GMT -5
I like the new High Magic and your ideas for dealing with Magic. There is a lot of potential there. I especially like the idea of Spell groups - Necromancy, Weather, Light, Dark and Elemental
I am trying to think of a good way of representing an elite character that can deal heavy damage to a unit of normal troops. I am thinking of a Berserker type character although other types do come to mind.
Something like: Multi-attack - the unit rolls it's attack dice X times in combat Cost: X-1 multiplied by Base Dice cost.
Post by shaungamer on Jan 15, 2007 19:26:49 GMT -5
A new attribute: Death Defying - This may only be taken by troopers. When a trooper fails his recovery roll and should be removed from the game, He is not removed but his dice gets reduced.
Cost: Equal to total dice cost.
e.g. A D8 Hero is reduced to a D6 champion and then a D4 weakling. The attribute costs 24+12+4 =40 points. If he was a D8 Hero who only reduced to a D6 Champion and then died. The Attribute costs 24+12=36 points.
Last Edit: Jan 15, 2007 19:28:13 GMT -5 by shaungamer
That is how I had FOW damage set up orignially, I thought for every single trooper or vehicle on the table it would be too much boonkeeping. Howevert his is a great way to re-intoduce it on a much more limited scale. Great idea shaun I am really looking forward to seeing this one implemented!
Undead - Cant actually be killed and therefore not removed from play, simply remains laying down until it makes a recovery roll (one chance per turn). To kill 'em you have to kill the controling necromancer.
Post by shaungamer on Jan 22, 2007 18:32:59 GMT -5
I don't know how I missed this post.
The Undead rule is a great concept, although I think it may be better as a Regeneration rule. There is something a little too scary about having skeletons that keep on getting up. A specialised Wight unit that is imbued with living spirits sound more appropriate.
Sounds to me it would be a two part attribute. One for the unit and one for the necromancer Maybe instead of regnerate it could be Linked Life. Maybe costs more for the wights but reduces the cost for the necromancer. Also I think it needs some limits the necromancer would need to be say within 8 inches of the wights.
Its a very similar idea, and kind of ripped off from Spirt of the Century, where you have a boss-bad-guy who has a horde of thugs with him. Damage to the boss takes effect on the thugs until there are none left.