|
Post by easyrider1 on Mar 15, 2016 19:49:38 GMT
Hey guys, I ordered a few models, including a Daryl from the show and Robert De Niro from Taxi Driver, granted the Taxi Driver guy just caught my eye and i needed it. but i was wondering from those who have played the game a few times if you've thought of "get you by" rules for Daryl? if you could post them that would help me get a starting point. the models arent in yet but ill post them when they come
|
|
|
Post by zombiespider on Mar 15, 2016 22:58:47 GMT
Hmm... Daryl should be eay to whip up, there has been talk about stats for him before in the KS comments and I'll try to remember what people came up with DARYL DIXON (55 points) (Neutral) Runner Melee - White; Shoot - White Red; Defence - White; Nerve - High. 6 Survial Points. Pack - 3. Special Rules: Bow Man - Daryl never runs out of ammo if he is equipped with a crossbow. Outdoorsman - When making a run move, Daryl Dixon never makes noise. Leader AQbility: Cherokee Rose - If Daryl is the last surviving member of his team, his Melee and Shoot stats are raised to Blue.
|
|
|
Post by zombiespider on Mar 15, 2016 23:02:57 GMT
Oops, I almost forgot...
MERLE DIXON (47 points) (Neutral) Bruiser Melee - White Red; Shoot - Red; Defence - White; Nerve - High. 7 Survival Points. Packk- 1.
Special Rules: Knife Hand - Merle is always equipped with a knife, even if he has purchased no equipment. The knife adds Red to his Melee attack rolls.
Toughest S.O.B. on Earth - When attacked by Walkers, Merle may use his Melee stat to defend (dice granted for weapons are not counted)
|
|
alex
New Member
Posts: 28
|
Post by alex on Mar 16, 2016 13:23:01 GMT
Damn Eddie, your a busy little bee arent you.
|
|
|
Post by zombiespider on Mar 16, 2016 13:55:13 GMT
I am always playing about with things, I have more characters in the pipeline too!
|
|
|
Post by easyrider1 on Mar 16, 2016 16:19:24 GMT
zombiespider you are all over the place! dang man, well thanks for the help!
|
|
|
Post by zombiespider on Mar 16, 2016 19:55:48 GMT
zombiespider you are all over the place! dang man, well thanks for the help! You're welcome. I am hoping to get some more stuff from the tv show done too like Sasha, Beth and T-Dogg soon. Not sure what to do with them though.
|
|
|
Post by zombiespider on Mar 18, 2016 14:08:28 GMT
After a couple of days of coming up with ideas, trying them out, casting them aside and trying other things I can finally bring in more characters from the show, enjoy BETH GREENE (24 points) (Neutral) Support Melee - Red; Shoot - Red; Defence - Red; Nerve - Medium. 4 Survival points. Pack - 2. Special Rules: Underestimated - As long as Beth is in the kill zone of another friendly model she cannot be targeted by melee or shooting attacks from models controlled the other players except for Walkers that can target her freely. If another model makes a melee of shoot attack while in Beth's kill zone, they may add Red to their dice. Sweet Voice - Any friendly model in Beth's kill zone may reroll any Test Your Nerve check whether they passed or failed it. The second result must be accepted. T-DOGG (21 Points) (Atlanta) Runner. Melee - Red; Shoot - Red; Defence - White, Nerve - Medium. 4 Survival Points Pack - 2. Special Rules: Grudge - T-Dogg cannot be taken in the same team as Merle Dixon. Also, if Merle Dixon is controlled by a opponent T-Dogg has his Melee and Shoot stats as White when attacking that model. SASHA (39 points) (Neutral) Marksman Melee - Red Red; Shoot - White Red; Defence - Red; Nerve - Medium. 4 Survival Points. Pack - 2. Special Rules: Into the Fray - If Sasha makes a Shoot attack at a target within 12" she may reroll any number of the dice she rolled in the attack but must accept the second roll. Reckless - If Sasha makes a Shoot attack at a enemy model inside the kill zone of a friendly model she gains a extra "!" to her attack. RANDALL (17 points) (Neutral) Runner Melee - Red; Shoot - -; Defence - Red; Nerve - Medium 4 Survival Points. Pack - 3. Special Rules: Duck & Cover - If a Walker is killed in his kill zone Randall may spent a action use the Walkers' body to hide his presence. If he does this he is ignored by Walkers until his next activation so long as he has not caused Amyhem during his turn.
|
|
|
Post by zombiespider on Mar 21, 2016 13:55:50 GMT
I was looking through the Survivors' Guide (I got them as monthly issues instead of the TPB) and had a "ah crap" moment when I rrealised we didn't have the Prison Faction to play with. So to fix that I got to work on them and here are the rresults!
ANDREW (18 points) (Prison) Support Melee - Red; Shoot - Red; Defence - Red; Nerve - Low. 3 Survial Points Pack - 1
Special Rules: Cowardly - So long has Andrew has another model with the faction "Prison" in his Kill Zone his Nerve is Medium.
Disposable - Ant model with the faction "Prison" that has Andrew in their Kill Zone may allocate wounds to him instead.
AXEL (36 points) (Prison) Marksman Melee - Red; Shoot - White; Defence - White; Nerve - Medium. 5 Survival Points. Pack - 1.
Special Rules: You Follow Me? - Any friendly model in Axel's Kill Zone that makes a shoot attack at the same model Axel just shot at gains a extra Red to their shoot stat.
I Need to Piss - Once per game Axel make look at the top card of the loot deck and then either place it back on top or at the bottom of the loot deck.
DEXTER (54 points) (Prison) Bruiser Melee - White White; Shoot - Red; Defence - White White; Nerve - High. 5 Survival Points. Pack - 2.
Special Rules: Cold Blooded Murderer - So long as Bexter is in the Kill Zone of at least 1 enemy model he may reroll failed Hold Your Nerve checks, the 2nd result must be accepted.
F*** the Police - Dexter and Rick Grimes may never ve a part of the same team.
Leader Ability: We're Taking Our Shit Back - Once per game if Dexter kills a enemy model and has a unsearched loot token within a Sneak move of himself, he may immediately move up to the token and loot it for free.
THOMAS (27 points) (Prison) Bruiser Melee - White; Shoot - -; Defence - Red; Nerve - Medium. 4 Survival Points. Pack - 2.
Special Rules: It Wasn't My Fault - Any enemy non-walker model wanting to attack Thomas must firrst rolls the Black event dice, if a Blank is rolled they must target another model instead. Thomas loses this ability once he has made any form of Melee of Shoot attack against any non-walker enemy model.
I Just Want To Cut Your Head Off - When Thomas makes his first Melee attack of the game he adds White to his Melee stat.
|
|
|
Post by zombiespider on Mar 22, 2016 13:49:25 GMT
Want some people from the novels? Well here you go!
JOSH LEE HAMILTON (40 points) (Neutral) Bruiser Melee - White Red; Shoot - Red; Defence - White Red; Nerve - High. 6 Survival Points. Pack - 3.
Special Rules: All Muscle - when making a melee attack, Josh gains a extra "!" to the result.
Throw Down - After making.a successful Melee attack, Josh may opt to throw the target model to the ground instead of inflicting wounds, if he does this lay the target model prone. If there is more than 1 enemy model in his Kill Zone when he uses this ability roll the Black Event Dice, if a Star is rolled, move the thrown model so it is in base contact with another enemy model in range and then place it prone, roll the Black Event Dice again and if another Star is rolled the 2nd model is also placed prone as they are knocked over by the thrown model.
BARBARA STERN (27 points) (Woodbury) Marksman Melee - Red; Shoot - White; Defence - White; Nerve - High. 4 Survival Points. Pack - 2.
Spceial Rules: Loving Wife - If David Stern is in Barbara's kill zone she may reroll a single dice each time she makes a Shoot attack, the result of the reroll must be accepted even if it is worse than the original result.
DAVID STERN (33 points) (Woodbury) Tactician Melee - Red Red; Shoot - Red Red; Defence - White; Nerve - High. 4 Survival Points. Pack - 3.
Special Rules: Rational Thinker - Once per game all friendly models in David's Kill Zone may reroll 1 daice when making a Melee or Shoot attack, this stacks with Barbara's Loving Wife ability but she gets to reroll 2 dice once instead of 1 dice twice.
NORMA SUTTERS (13 points) Neutral) Support Melee - Red; Shoot - -; Defence - Red; Nerve - Medium. 3 Survival Points. Pack - 3
Special Rules: Pack Horse - As a action and friendly model with Norma in their kill zone may pass her any number of loot counters in their possession, however Norma may never carry more than 3 items in total that is not equipped to her.
MILES LITTLETON (27 points) (Neutral) Runner Melee - Red Red; Shoot - Red; Defence - Red Red; Nerve - Medium. 4 Survival Points. Pack 3.
Special Rules: Break in - Once per turn Miles may use a action to automatically open any locked door or item.
Car Thief - Miles may spend a action to disarm any Car Alarm that is already triggered, also if he triggers one (the event card is drawn) and he has a car in his Kill Zone ge may roll the Black Event Dice, if a Star is rolled he disarms the alarm before it sounds.
TOMMY DUPREE (20 points) (Neutral) Runner Melee - White; Shoot - -; Defence - Red; Nerve - High. 4 Survial Points. Pack- 3.
Special Rules: Stupidity of Youth - Tommy can always reroll Hold Your Nerve checks, the second result must be accepted even if it is worse than the original result.
Lucky - Once per game if Tommy would take wounds from a Walker, roll the Black Event Dice, if a Star is rolled the damage is ignored (also meaning he doesn't need to test for bites).
|
|
|
Post by zombiespider on Mar 23, 2016 1:31:30 GMT
Got a little bit of a update for Lilly Caul to represent her as seen in Fall of the Governor part 2. Enjoy (Experienced) LILLY CAUL (45 points) (Woodbury) Marksman Melee - Red Red; Shoot - White Red; Defence - White; Nerve - Medium. 5 Survival Points. Pack - 3. Special Rules: Expert Gunslinger - If Lilly Caul is equipped with a pistol she may Shoot twice with it for 1 action, if she might run out of ammo, check for running out of ammo after making both attacks. Both Shoot attacks must be made against the same model. Leader Ability: Thinking on her Feet - Once per game, after all models have activated after all models (including Walkers) have activated at least once, Lilly Caul gets to activate again and use a full set of extra actions. A Veteran version of Lilly is also in the works based on her during the events of Descent JEREMIAH GARLITZ (64 points) (Evangelists) Tactician Melee - White Red; Shoot - White Red; Defence - White Red; Nerve - High. 6 Survival Points. Pack - 3. Special Rules: Snake Oil Salesman - All friendly models in Jeremiah's Kill Zone are treated as having High Nerve. Wolf in Sheeps Clothing - Jeremiah can appear somewhat unassuming, all non-walker enemy models cannot target him with Shoot attacks unless he is the closest enemy model. Leader Ability: Drink the Kool Aid - Once per game Jeremiah can "encourage" a friendly model in his Kill Zone to go out in a blaze of glory. That models Melee and Shoot are increased to Blue while their Defence is reduced to Red, at the end of the turn the effected model is removed from place as if it is dead, but will never return as a Walker.
|
|
|
Post by zombiespider on Mar 23, 2016 11:20:54 GMT
Every character has been edited to include factions.
|
|
|
Post by zombiespider on Mar 23, 2016 22:53:25 GMT
STEVEN PEMBRY (27 Points) (Evangelists) Runner Melee - White; Shoot - Red; Defence - Red Red; Nerve - Medium. 4 Survival Points. Pack - 3.
Special Rules: Believer - So long as Jeremiah Garlitz is in Steven's Kill Zone he may take damage from attacks directed at Jeremiah.
REESE LEE HAWTHORNE (32 Points) (Evangelists) Runner. Melee - Red Red; Shoot - Red; Defence - White; Nerve - Medium. 4 Survival Points. Pack - 3.
Special Rules: Believer - So long as Jeremiah Garlitz is in Reese's Kill Zone he may take damage from attacks directed at Jeremiah.
JAMES FRAZIER (38 Points) (Evangelists) Bruiser Melee - White White; Shoot - Red; Defence - White; Nerve - High. 5 Survival Points. Pack - 2.
Special Rules: Itenerant - After all models are deployed, but before the first turn, James may make a free Run move, this extra move does not produce Noise.
|
|
|
Post by zombiespider on Mar 24, 2016 11:43:25 GMT
CHESTER GLEASON (30 points) (Evangelists) Marksman Melee - Red; Sheet - White Red; Defence - White; Nerve - High. 4 Survival Points. Pack - 1.
Special Rules: None.
EARL JERICO (20 points) (Evangelists) Marksman Melee - Red; Shoot - White; Defence - Red; Nerve - Medium. 4 Survival Points. Pack - 2.
Special Rules: None.
THUSTON BREEN (45 points) (Evangelists) Bruiser Melee - White White; Shoot - Red; Defence - White Red; Nerve - High. 5 Survival Points. Pack - 1.
Special Rules: Dodge - When targeted by a successful Shoot Attack Thurston may roll the Black event dice, if a Star is rolled the reduce the damage he takes by half, round down.
LOUIS PACKARD (27 points) (Evangelists) Support Melee - Red; Shoot - Red Red; Defence - White; Nerve - Medium. 4 Survival Points. Pack - 2.
Special Rules: Cult Mentality - If any friendly Evangelist model in Louis's Kill Zone would take damage you may choose to apply it to Louis instead.
Field Medic - As a free actionup tp once a turn Louis may roll the black Event Dice, if a Star is rolled he may restore 1 lost Survival Point to himself or any friendly Evangelist model in his Kill Zone.
|
|
|
Post by zombiespider on Mar 25, 2016 22:49:06 GMT
It's been a busy day involving lots of B-movies and more playtest games than I want to try counting, but I had the urge to get some of the characters from the TellTale games done. They might not be completely ironed out though so please suggest changes and constructive criticisms if they need further modification.
And yes, Duck really is worth 0 points lol!
LEE EVERETT (50 points) (TellTale) Tactician. Melee - White White; Shoot - White Red; Defence - White; Nerve - High. 6 Survivor Points. Pack - 2.
Special Rules: Stubborn - Once per game the first time Lee is Bitten by a Walker, the result is ignored.
Babysitter - When Clementine or Duck are attacked while in Lee's Kill Zone they gain a extra White to Defence.
Leader Ability: For The Children - If Clementine or Duck are in Lee's Kill Zone and they would take damage, a single point of that damage may be applied to Lee instead of that character.
CLEMENTINE (33 points) (Neutral) Runner Melee - Red; Shoot - Red Red; Defence - White; Nerve - Medium 6 Survival Points. Pack - 2
Special Rules: Don't Mess With Clem's Hat! - Once per game if Clem is about to die remove her models from the game, At the start of her next activation, place her in the Kill Zone of any friendly model and then activate her as normal.
KENNY (37 points) (Neutral) Marksman Melee - Red Red; Shoot - White Red; Defence - White; Nerve - High. 5 Survival points. Pack - 2.
Special Rules: For the Children - Once per game if Clem or Duck are attacked while in Kenny's Kill Zone any damage they receive for that attack is ignored.
KATYAA (14 points) (Neutral) Support Melee - -; Shoot - Red; Defence - Red; Nerve - Medium. 4 Survival Points. Pack - 3.
Special Rules: Love for her Sone - If Duck is ever killed, Katyaa tests for Hold Your Nerve, if this test is failed she is also removed from play.
Hand In Hand - If Katyaa is taken in your team then you must also take Duck.
The Humane Touch - Any friendly model in Katyaa's Kill Zone may reroll Hold Your Nerve testes.
DUCK (0 points) (Neutral) Support Melee - -; Shoot - -; Defence - -; Nerve - Low. 3 Survival Points. Pack - 1.
Special Rules: Insignificant - any enemy model that wants to attack Duck must first pass a Hold Your Nerve check, if the test is successful it must be rerolled. If the 2nd check is successful they may then attack Duck as normal.
Gets Into Trouble - Whenever Duck is moved roll the Black Event Dice first, if a Blank is rolled then Duck panics, makes noise and does not move.
LILLY (46 points) (Neutral) Marksman Melee - Red; Shoot - White White; Defence - White; Nerve - Medium. 4 Survival Points. Pack - 2.
Special Rules: Be The Bitch - When making a Shoot attack, Lilly may target a friendly model, if she does and inflicts at least 1 point of damage she may shoot again at any target she can see adding White to her Shoot.
LARRY (43 points) (Neutral) Bruiser. Melee - White White; Shoot - Red; Defence - White Red; Nerve - High. 5 Survival Points. Pack - 2.
Special Rules: Cantancerous - Larry may never benefit from a Leader Ability, he is to stubborn to accept anyone as a authority figure.
Vindictive - Larry may attack as many prone enemy models in his Kill Zone as he has actions to spend, he may even attack prone non-Walker enemies. Instead of killing them outright he rolls White and inflicts that much damage.
|
|