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Post by zombiespider on Mar 8, 2016 10:43:25 GMT
Has anyone been playing with characters not covered in the playtest rules? If so then post your home made rules for characters here so we can all use them in our games . Also, if you have notes on balancing and correcting characters in thsi thread please make them known in posts here, I am only human and 1 person cannot playtest things properly
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Post by zombiespider on Mar 8, 2016 10:54:50 GMT
MORGAN (28 points) (Neutral) Runner Melee - White; Shoot - Red; Defence - White; Berve - Medium 4 Survival Points Pack - 2.
Special Rules: Get In, Get Out - When Morgan defeats a walker in Melee and knocks it prone, roll the event dice, if a star is rolled he finishs it off before moving on, remove the walker from play.
ABRAHAM (Neutral) Tactician (50 points) Melee - White; Shoot - White and Red; Defence - White; Nerve - High 6 Survivor Points Pack - 2.
Special Rulee: Suppressing Fire - When shooting at opposing characters Abraham may instead lay down supressing fire instead of actually hitting his enemy. If he uses this the enemy characters may only Sneak and Hide if they have not yet activated that turn. The amount of noise created by the sheer amount of fire though raises the Threat by 2.
Prepared - Abrahan ignores the first Out of Ammo result he gets each game.
Leader Ability: Under Orders - Once per game, all friendly models in Abraham's kill zone make a free shooting attack.
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Post by zombiespider on Mar 8, 2016 19:14:06 GMT
SHIVA (you knew she was coming, heh) (55 points) (Kingdom) Bruiser Melee - Blue and White; Shoot - -; Defence - White; Nerve - High. 7 Survival Points. Pack - 0.
Special Rules: Animal - Shiva may never be given any equipment and has a pack size of 0.
Rend Foe - When Shiva make a melee attack, any "!" rolled adds a White dice to her attack.
Silent Hunter - When Shiva runs she does not create Noise and may make more than 1 Move action a turn so long as are not both of the same type (she cannot make 2 run actions, but can make a run and sneak.
EZEKIEL (40 Points) (Kingdom) Tactician Melee - Red; Shoot - Red; Defence - White; Nerve - Medium. 4 Survival Points. Pack - 2.
Special Rules: Turn of Phrase - When a enemy model makes a melee attack against Ezekiel, roll the Event dice, if star is rolled add White to Ezekiel's Defence.
Beast Master - If Shiva is in Ezekiel's Kill Zone he may give her a extra action at any point during his turn or hers.
Leader Ability: Inspiring Speech - once per game Ezekiel may use this ability to let all friendly models within his kill zone to make a free Sneak action.
EUGENE (21 Points) (Neutral) Tactician Melee - -; Shoot - -; Defence - Red; Nerve - Low. 3 Survivor Points. Pack - 1.
Special Rules: Terrific Liar - Every time a enemy character attempts to make a melee attack against Eugene, roll the Event dice before any dice are rolled, if a Star is rolled the attack fails and the action is wasted.
Run & Hide - If there is a enemy model in Eugene's kill zone at the start of his turn, he must make a Nerve check. If he fails he will run toward the nearest cover and hide for the remainder of the game round, if he cannot reach cover he will Sneak in an attempt to divert attention away from himself. During this time he is ignored by all non-friendly models on the board.
ROSITA (39 Points) (Neutral) Runner Melee - Red Red; Shoot - Red Red; Defence - White; Nerve - Medium. 5 Survivor Points. Pack - 3.
Special Rules: For the Mission - If Abraham is within Rosita's Kill Zone at the start of any of her actions she may switch any 1 Red dice for a White dice for a single melee or shoot attack.
Protect the Pervert - If Eugene is within Roista's Kill Zone at the start of her turn her Nerve is increased to High for the remainder of that round.
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Post by Dreian on Mar 8, 2016 20:25:52 GMT
Wow Eddy, you ve mastered yourself and really give it a thought. I love the Shiva+Ezequiel combo!
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Post by zombiespider on Mar 8, 2016 22:31:17 GMT
Originally Shiva also moved faster, but she quickly proved to be far to powerful so I reduced her to the same speed as others, but allowed her to take a 2nd movememnt so long as she couldn't take 2 runs (hence having to choose run and sneak). Her and Ezekiel are a good combo, but don't overpower, but I am still not sure on the points. Ezekiel isn't much of a fighter in the comic either so he is a bit crap and Eugene... well... he has the smarts and can lie out of pretty much any situation but couldn't fight his way out of a wet paper bag hahaha.
Eugene was originally around 12 points too, but a couple of game saw that he needed a increase in points since he can really boost Rosita and he can be tough to get a hold of to kill.
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Post by zombiespider on Mar 8, 2016 22:49:07 GMT
Time for one I am sure people have been crying out for...
LILLY CAUL (29 points) (Woodbury) Runner Melee - Red; Shoot - White; Defence - White; Nerve - Medium. 5 Survival Points. Pack - 3.
Special Rules: Gunslinger - If Lily Caul is equipped with a pistol she may attack with it twice as a single action so long as she does not run out of ammo.
Please note that this Lily is set on her earlier on in the Woodbury arc and before the assault on the Prison. A more evolved version of her will be along once I work it out.
BOB STOOKEY (13 points) (Woodbury) Support Melee - Red; Shoot - -; Defence - Red; Nerve - Low. 4 Survival Points. Pack - 1.
Special Rules: Field Medic - As an action, Bob Stookey may restore 1 lost survival point to a friendly model within his Kill Zone. After this roll the event dice, if a blank is rolled he has run out of medical supplies and cannot perform this action again during that game.
Dutch Courage - Bob Stookey can always reroll any failed Hold Your Nerve tests, but to do so he takes a good stiff drink of bourbon and loses a action the next time he is activated (place a token on his card or next to his miniature as a reminder).
ALICE (24 points) (Neutral) Support Melee - Red; Shoot - -; Defence - Red; Nerve - Low. 4 Survival points. Pack - 2.
Special Rules: Quick Study - If Alice is in the kill zone of another friendly model she may raise one of her stats by a Red dice to match the type of character in proximity (marksman raises Shoot, bruiser raises Melee, Runner raises Defences) for 1 action or 1 defence roll a game.
Medical Training - As a action Alice can restore White health lost earlier in the game, to herself or a friendly model in her kill zone.
Note: Alice as she is here is set at the height of the G9vernors' assault on the prison. If you want to have her as she first appears she loses the melee dice and Quick Study, and has a points cost of 14 points.
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Post by zombiespider on Mar 9, 2016 21:28:03 GMT
Time to shoot forward in time a few years to the Whisperers.
ALPHA (48 points) (Whisperers) Tactician Melee - White; Shoot - White; Defence - White; Nerve - High. 6 Survival Points. Pack - 2.
Special Rules: From Nowehere - Whisperers are not deployed as normal at the start of the game. Instead place 1 additional walker for every Whisperer in the game. At the start of any Whisperer activation a walker may be replaced with the Whisperer model, do this by placing the Whisperer in base contact with that walker and then remove the walker from the game.
Camoflagued - So long as they do not cause Mayhem, walkers are never drawn toward Whisperers, nor do they attack them. If a Whisperer causes mayhem or attacks a Walker then they lose this ability for the remainder of the game.
Leader Ability: Use the Dead - Once per game, Alpha may give 1 shamble movement or attack to every walker in her kill zone. If she has not been revealled at the time she uses this ability she is revealed and then her kill zone is measured.
LYDIA (24 points) (Whisperers) Runner. Melee - Red; Shoot - Red; Defence - White; Nerve - Medium. 4 Survival Points. Pack - 2.
Special Rules: From Nowhere (see above). Camoflage (see above).
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Post by misterc on Mar 10, 2016 7:10:24 GMT
Excellent ideas for Apha and chums.
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Post by zombiespider on Mar 10, 2016 11:47:56 GMT
The ideas for the Whisperers came quite easily, but it took a couple of test games to iron them out and might still need some tweaking, same with all the characters I am putting here. If people have ideas or alterations that work better put them in this thread and I'll change the characters (just please state the reason for the changes if you can)
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Post by zombiespider on Mar 10, 2016 11:58:59 GMT
And now for everyones' favourite bad mouth, the guy you love to hate, the man with a hardon so stiff he wants to wrap it in barbed wire, the guy who owns the only vampire baseball bat in existence! The one! The Only...
NEGAN (65 points) (Saviors) Bruiser Melee - Blue and Red; Shoot - Red; Defence - White; Nerve - High. 6 Survival Points. Pack - 2.
Special F***ing Rules: Tough Guy - When Negan is wounded roll the Black action dice, if a star is rolled he reduces the number of wounds he loses by 1.
Hardon for Mayhem - Once per turn, if a friendly model in his Kill Zone causes Mayhem, Negan gains a extra action to spend that turn if he has not yet activated.
Eeny Meeny Miny Mo... - If Negan has more than 1 possible target for a melee attack in his Kill Zone he gains a extra "!" against the one he chooses to attack.
F***ing Badass Leader Ability F***ers!: Show Them Who's Boss - Once per game, Negan can make a melee attack against all enemy models in his Kill Zone gaining a free "!" against each opponent.
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Post by zombiespider on Mar 11, 2016 14:03:48 GMT
AARON (22 points) (Alexandria) Runner Melee - Red; Shoot - Red; Defence - Red; Nnerve - High. 4 Survival Points. Pack - 2.
Special Rules: Scout - Aaron may make a Hide action as a free extra action after each time he is activated.
ERIC (22 Points) (Alexandria) Runner >elee - Red; Shoot - Red; Defence - Red, Nerve - Medium. 4 Survival Points. Pack - 2.
Special Rules: The Backup - Any model targeted by Aaron with a shoot attack loses any Defence bonus for cover if Aaron is inside Eric's Kill Zone.
DENISE (14 Points) (Alexandria) Support Melee - -; Shoot - -; Defence - Red, Nerve - Medium. 3 Survival Points. Pack - 1.
Special Rules - during her activation, Denise may restore White lost survival points to a friendly model in her Kill Zone, including herself.
HOLLY (25 Points) (Alexandria) Marksman Melee - Red; Shoot - White; Defence - White; Nerve - Medium. 4 Survival Points. Pack - 1.
Special Rules - None.
JESSIE (12 Points) (Alexandria) Support Melee - -; Shoot - -; Defence - Red; Nerve - Medium. 3 Survival Points. Pack - 2.
Special Rules: A Mothers's Lover - If Ron is within her Kill Zone, Jessie gains Red to her Melee and Shoot. If Ron dies while in her kill zone, Jessie is removed from play. If Jessie is removed from play while in a friendly models Kill Zone (other than Ron's) that model gains a extra Red to their Melee and Shoot for the rest of that turn if they have not activated yet.
RON (8 Points) (Alexandria) Support Melee - -; Shoot - -; {efence - Red; Nvere - Low. 2 Survival Points. Pack - 0.
aspecial Rules: Panicked - Ron always counts as having made noise no matter what actions (or lack of them) he makes each time he is activated. If he fails a Hold Your Nerve test he is removed from play, if he is removed from play for any reason the current Threat track is reduced by 2.
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Post by zombiespider on Mar 12, 2016 14:42:52 GMT
FATHER GABRIEL (17 points) (Neutral) Support Melee - Red; Shoot - -; Defence - Red; Nerve - High. 3 Survival Points. Pack - 2.
Special Rules: Divine Protection - Until Gabriel causes Mayhem, all Walkers ignore him even if he makes noise, this protection is also granted to 1 friendly model in his Kill Zone each time he is activated.
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Post by speedwaystar1 on Mar 15, 2016 18:45:22 GMT
Thanks for your efforts , would you have any objections if I ran up a few sample cards similar to those demo'd by Mantic .
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Post by zombiespider on Mar 15, 2016 19:09:02 GMT
Please do! I am putting these here for people to use, playtest further, suggest changes and do with as they please
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Post by zombiespider on Mar 15, 2016 19:35:43 GMT
I feel this game needs a few more villains. I am not 100% happy with these ones yet, but I promised them a few days ago so here they are. It is time to fear the hunters!
CHRIS (45 points) (Hunters) Tactician Melee - Wgite; Shoot - Whites; Defence - White; Berve - High. 6 Survival Points. Pack - 3.
Special Rules: Stalker - Any time Chris is activated her may make 2 Sneak moves instead of just 1 when choose movement actions.
Backstab - Once per game, after moving if Chris has not made any noise or chaused any Mayhem that activation he may make a melee attack against a single enemy model in his Kill Zone using Blue Instead of White.
Leader Ability: Pick on the Weak - Once per turn, Chris and allFriendly Hunters in his Kill Zone may immediately make a single melee or shoot attack against any single enemy model that has none of its own friendly models in their own kill zone. All attacks must be made against the same target model.
AlBERT (26 points) (Hunters) Bruiser Melee - Red Red; Shoot - Red; Defence - Red; Morale - Medium. 4 Survival Points. Pack - 2.
Special Rules: Scouter - If Albert can draw line of sighr to a enemy model, that model loses any defence bonus it receives for cover against shoot attacks from other Hunters.
DAVID (29 points) (Hunters) Marksman Melee - Red; Shoot - White Red; Defence - Red; Nerve - Medium. 5 Survival Points. Pack - 1.
Special Rules: Voice of Reason - Once per game, if a friendly Hunter ignores the first time they are called to hold their nerve while in David's Kill Zone. Also, once per turn a friendly Hunter may reroll a failed test to Hold Your Nerve.
GREG (18 points) (Hunters) Support Melee - Red; Shoot - Red; Defence - Red; Nerve - Medium. 4 Survival Points Pack - 2.
Special Rules: Fall Guy - If a friendly Hunter model in Greg's Kill Zone would lose any number of Survival Points, any number of those may instead be applied to Greg. If this would kill Greg, he is killed as normal and may return as a Walker at a later stage in the game.
THERESA (25 points) (Hunters) Runner Melee - Red Red; Shoot - Red, Defence - Red Red; Merve - Medium. 4 Survival Points. Pack - 3.
Special Rules, None.
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