Updated April 20th, 2012 at 06:20 PM by kolakoski Posted April 15th, 2012 at 09:36 PM by chas I originally suggested using the smaller airships in the game, so a player could board the battleship at placed other than where it is moored,which will be narrow. When the map is more defined, it will need to note which other heights (if any) can be used to moor the smaller airships for the purposes of landing and picking up troops.ġ1. When a small airship explodes it should do its damage also against any piece under it, regardless of the 2 level height limit.ġ0. I take it that airships are treated like destructible objects, and one may fire either at them or their passengers but not both.ĩ. At least the Special Heroes should get some kind of saving roll!Ĩ. I don't think you want to make death automatic when aboard an exploding airship. What are the firing arcs on the battleship's (stationary) and smaller airship's big guns?ħ. How do small airships intereact with each other (guns causing ship structural damage, ramming, boarding, etc.?Ħ. 1,000 points for a six player game? Really? I like it, and the ten turn limit will work, but you guys usually laugh at me when I suggest that kind of total (I always call for "more points").ĥ. Can we select other Classic 110 point heroes also? For example, you left out one of my favorites: Sharwin Wildborn.Ĥ. The airship would have to be declared to be at one height or the other.ģ. The setup wording should make it clear that one player's hero or squad sets up aboard his small airship. The rules for hanging over uneven terrain will have to be spelled out (not more than level two height or whatever, not so they end up tilted much, etc.).Ģ. How will this be done? Will you substitute different height 'pillars' under them. I have trouble with the idea of the small airships (now Sloops) moving "on the ground," just in the mechanics of physically doing it by setting up and then removing castle towers from underneath them. Here are some first small tweaks and questions:ġ. I invited David to see the film John Carter along with two other pals, and this inspired him on the Barsoom theme. came up with the scenario mechanism for using him as a "neutral,' which is now being used for the Garrison Player here. This has been an example of good synergy in scenario design! While I came up with a custom General Valkrill card for our upcoming Generalscape game (see my customs scenario thread), K. After initial placement, any units of any type may move anywhere on the Map, including upon the Pride of Barsoom or onto Station Glyphs, within the normal movement rules. Sloop(s) may enter onto their side of the Map after Round 2. When a card of squad units is placed, each unit must be placed adjacent to another member of the squad (after the first). If there are 4 (or fewer) players, each may have his/her own 14-hex Sloop if more, each Team will have its own Sloop (each Player still having a Sloop if 7-hex Sloops are used). Sloops will have their own cards, and will begin off-Map, with at least 50% of a Team's points allocated to its Sloop(s). Players, by an Initiative roll, place their units anywhere on their side of the Map, a card at a time (one hero or one squad), at least 7 hexes from the Pride of Barsoom. Modified Heat of Battle rules will apply. Each player (or each Team) will have its own Sloop. If a Sloop is destroyed, all occupants are automatically killed, except Special Heroes, which will survive on a D20 roll of 16-20, be placed as though Stealth Leaped, and all units, including surviving Special Heroes and other Sloops, within 2 spaces (and 2 levels) are attacked with 6 dice (rolled separately for each unit), simulating the catastrophic explosion of its Drive.Īrmies will be 500 points per Player (Classic only no Marvel, SoV, C3G or C3V), in 2 Teams (the Zodangans and the Heliumites), factions to be determined by a D20 roll. Only a unit with hands that begins its turn at the Helm of a Sloop may move the Sloop, in lieu of its own movement. Each Sloop's Pulse Cannon Station also functions as its Helm (represented by a Treasure Glyph, power side down). No portion of a Sloop may fly over any portion of the Pride of Barsoom. At the end of its movement, a Sloop may land, requiring even ground, or hover at any height to a maximum of 5 levels above whatever terrain it is over. Sloops have a movement of 8, and can move on the ground, in which case all terrain effects on movement apply, or in the air, in which case they are considered to be flying. In addition, each Player (or each Team) will have a smaller Airship, a Sloop (7-14 total hexes), each with its own forward-mounted Pulse Cannon Station ( Explosion Special Attack, Range 7, Attack 3).
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |