Post by abbysdad on Jun 12, 2009 11:44:56 GMT -5
Hi there,
I'm in the middle of reviewing several thousand pages of text at work. In order to save my sanity, here are some thoughts on stats for dinos. Hopefully to be used soon on a Monday or Friday night in Pittsburgh.
The goal is to use these guys as almost NPC's in a campaign style scenario or to use them as radio controlled baddies for Nazi's in a South American secret sci-tech scenario.
The other goal was to have some fun and provide opportunities for those iconic pulp style scenes where some weird beast fights another weird beast (King Kong vs. a Dino!). Accordingly, the stats for the bigger dinos are based around the sturmaffe.
Comments are welcome! As I'm doing the rules from memory, or if I got the belt-fed details or something else wrong, let me know.
Best Regards,
Chris
----------------------------------------------------
Raptors
(Reg. Unit, 3 per models per unit, on medium sized base)
M RC CC A S Dr W
6 - 3 2 4 4 2
Berserk
Frightening
Hit and Run: Raptor can make one CC attack on a model within 1 inch of Raptor model base during a sprint action at any point in the movement.
Pack Hunters: Raptor models must choose to attack a model that is already in CC with another raptor if possible. They must gang up on a model in CC if possible.
Leap: Raptor can spend 1 AP to make full move over a terrain feature but cannot end the leap move in the terrain feature.
Big Carnivore - Tyrannosaurus
(Reg. Unit, 1 model per unit, large base, or super large base?)
M RC CC A S Dr W
5 - 4 2 6 6 6
Impervious (5+)
Apathetic
Frightening
Solo
Stand and Take It (4)
Unintelligent
Unstoppable
Sated: Every model removed from play by the big dino reduces the drive of the big dino by 1. When the dino reaches 0 drive, it automatically tries to leave the table unless it is still in CC with a model on a large size base. The dino is full and sees no reason to stay and fight unless it still feels threatened.
Mini-Dinos
(Green Unit, 3 models per unit, small base)
M RC CC A S Dr W
3* * 2* 2 3 3 2
Small size dino creatures. Each model in the unit has the same abilities. There are three different sets of abilities:
Poison Dino
Frightening
Apathetic
Spit Poison: dinos gain RC 5+ and a ranged weapon. Rng 6", 1+1d6 damage, 1:1 ROF, affects models with facial skin-showing ONLY, hit models must resist a 1d6 strength damage roll every turn thereafter unless helped by a medic or immersed in a water terrain feature. Affected models are also +1 to RC and -1 to CC and Dr until they are no longer affected by the poison.
Flying Dino
Frightening
Apathetic
Flight
Thief Dino (Egg Stealer)
Apathetic
Sure Footed
"Where's my gear?": Dino has no CC ability. Any model within melee range of dino has their gear affected in the following ways.
All limited supply weapons are reduced by one (1) unit for the rest of the game (e.g., available satchel charges on a model go from 3 available per game to 2 available).
Rifle Grenades, Panzerfausts, etc. cannot be used this turn.
Belt Fed Weapons require +1 AP to fire for one turn.
Vehicles, if all three thief dinos are in base contact, the vehicle cannot be jury rigged. Otherwise, the vehicle loses 1 AP this turn. The vehicle cannot lose more than 1 AP in a turn regardless of how many dinos are in base contact.
Mad Doktor's inoculate ability requires +1 AP to use for one turn.
Mechanic's Transfer AP ability requires + 1 AP to use for one turn.
Politruk's "Not One Step Back" ability does not apply this turn as they are trying to shoot the little buggers instead of their own men!
I'm in the middle of reviewing several thousand pages of text at work. In order to save my sanity, here are some thoughts on stats for dinos. Hopefully to be used soon on a Monday or Friday night in Pittsburgh.
The goal is to use these guys as almost NPC's in a campaign style scenario or to use them as radio controlled baddies for Nazi's in a South American secret sci-tech scenario.
The other goal was to have some fun and provide opportunities for those iconic pulp style scenes where some weird beast fights another weird beast (King Kong vs. a Dino!). Accordingly, the stats for the bigger dinos are based around the sturmaffe.
Comments are welcome! As I'm doing the rules from memory, or if I got the belt-fed details or something else wrong, let me know.
Best Regards,
Chris
----------------------------------------------------
Raptors
(Reg. Unit, 3 per models per unit, on medium sized base)
M RC CC A S Dr W
6 - 3 2 4 4 2
Berserk
Frightening
Hit and Run: Raptor can make one CC attack on a model within 1 inch of Raptor model base during a sprint action at any point in the movement.
Pack Hunters: Raptor models must choose to attack a model that is already in CC with another raptor if possible. They must gang up on a model in CC if possible.
Leap: Raptor can spend 1 AP to make full move over a terrain feature but cannot end the leap move in the terrain feature.
Big Carnivore - Tyrannosaurus
(Reg. Unit, 1 model per unit, large base, or super large base?)
M RC CC A S Dr W
5 - 4 2 6 6 6
Impervious (5+)
Apathetic
Frightening
Solo
Stand and Take It (4)
Unintelligent
Unstoppable
Sated: Every model removed from play by the big dino reduces the drive of the big dino by 1. When the dino reaches 0 drive, it automatically tries to leave the table unless it is still in CC with a model on a large size base. The dino is full and sees no reason to stay and fight unless it still feels threatened.
Mini-Dinos
(Green Unit, 3 models per unit, small base)
M RC CC A S Dr W
3* * 2* 2 3 3 2
Small size dino creatures. Each model in the unit has the same abilities. There are three different sets of abilities:
Poison Dino
Frightening
Apathetic
Spit Poison: dinos gain RC 5+ and a ranged weapon. Rng 6", 1+1d6 damage, 1:1 ROF, affects models with facial skin-showing ONLY, hit models must resist a 1d6 strength damage roll every turn thereafter unless helped by a medic or immersed in a water terrain feature. Affected models are also +1 to RC and -1 to CC and Dr until they are no longer affected by the poison.
Flying Dino
Frightening
Apathetic
Flight
Thief Dino (Egg Stealer)
Apathetic
Sure Footed
"Where's my gear?": Dino has no CC ability. Any model within melee range of dino has their gear affected in the following ways.
All limited supply weapons are reduced by one (1) unit for the rest of the game (e.g., available satchel charges on a model go from 3 available per game to 2 available).
Rifle Grenades, Panzerfausts, etc. cannot be used this turn.
Belt Fed Weapons require +1 AP to fire for one turn.
Vehicles, if all three thief dinos are in base contact, the vehicle cannot be jury rigged. Otherwise, the vehicle loses 1 AP this turn. The vehicle cannot lose more than 1 AP in a turn regardless of how many dinos are in base contact.
Mad Doktor's inoculate ability requires +1 AP to use for one turn.
Mechanic's Transfer AP ability requires + 1 AP to use for one turn.
Politruk's "Not One Step Back" ability does not apply this turn as they are trying to shoot the little buggers instead of their own men!