jcb231
September 11th, 2006, 07:45 PM
This is just a rough start, so bear with me.
My friends and I are big fans of the Tagawa Samurai's experience power and wanted to try a custom rule set that allows all unique heroes and unique squads to gain experience by killing enemies.
Each army card would have a certain experience goal to meet which would give them a new power level....please please please give me you input on how to balance this system. I think the best way to do it is to have each hero require a different experience goal level before they get the new power.....so Jotun has to kill more than Guilty. Figures with better power boosts would also have to kill more to gain that boost. Most figures would gain experience simply through combat, but I'm toying with the notion of having figures like Morsbane or Dund gain experience through use of their powers....how might I balance that?
Here are our ideas for what each Hero or Squad would gain.....we tried to give each unit a boost that would be in keeping with the powers and/or flavor of the unit. Some units gain more than one ability. Help me work out how to inact this system, please. And feel free to recommend powers for units as we are obviously still filling in the blanks.
Sgt Drake:
Airborne Elite: Add one grenade marker to this card (allowing for a second grenade special attack) AND
Finn:
Thor:
Tarn Vikings: Add 1 to all Berserker rolls for the card.
Raelin: +2 Defense to her card value
DW9K: Melee Toughness (when rolling for defence against a normal attack by an adjacent figure, DW9K adds one shield to whatever is rolled)
Zettian Guards: Modified Programming (instead of taking a turn with Zettain Guards, you may take a turn with any one Deathwalker you control) AND Melee Defense 1 power.
Marro Warriors: Add 1 to all Water Clone rolls for the card.
Ne-Gok-Sa: Add 1 to all Mind Shackle rolls for the card AND gain Movement Bonding with Marrden Hounds (any 3 up to 6 spaces but no plague roll).
Mimring: Lava Resitant power AND
Grimnak:
Agent Carr: gains Counter Strike power (does not work against Samurai)
Krav Maga Agents:
Syvaris: Favorable Winds (after moving and before attacking, you may roll the d20....1-8 nothing happens. 9-14 add 1 to your range for this turn. 15-18 add 2 to your range for this turn. 19-20 add 3 to your range for this turn.)
Izumi Samurai:
Taelord: +1 Attack to his card value
Kelda: Add 1 to all Healing Touch rolls for the card.
Tornak:
Marcus:
Venoc Warlord: Viper Defense Aura (all vipers in 4 clear sight spaces gain +1 defense)
Krug: Wounded Charge (if Krug has all the wounds he can take without dying, add 2 to his move value)
Me-Burq-Sa: Add 1 to all Stare rolls for the card.
Sir Denrick: Knight Leadership (all knights gain +1 move)
Khosumet: Anubian Wolf movement bonding
DW8K: Melee Toughness (when rolling for defence against a normal attack by an adjacent figure, DW8K adds one shield to whatever is rolled)
Brunak: gains Maul power
Su-Bak-Na: Hive Orders (instead of taking a turn with Su-bak-na, you may take a turn with any one Marro army card you control) AND Marro Drone Enhancement (+1 attack and +1 defense to all Marro Drones adjacent)
Charos: Dragon Hide (+1 Defense against non-adjacent small or medium figures)
Dund: Add 1 to all Gaze rolls for the card AND add +1 to his move value.
Alastair MacDirk: gains A Coward's Reward power
Johnny Shotgun:
Concan: gains A Coward's Reward power AND Sentinel Leadership (sentinels move +1)
Saylind: Add 1 to all Summoning rolls for the card.
DW7K: Add 2 to your Self-destruct roll.
James Murphy:
Tagawa Samurai:
Deadeye Dan: gains Deadly Shot power.
Guilty: Quick Draw Special Attack (Range 6 Attack 2. When attacked by a non-adjacent opponent in range of Guilty's Quick Draw, you and the opponent attacking you each roll the d20. If you roll higher than your opponent you may use your Quick Draw special attack....his attack does not occur.)
Morsbane: When a previously negated figure's card is entirely eliminated from the game, return the negation markers on the card to Morsbane's card.
Parmenio:
Major X17: Gladiatron Enhancement (adjacent Gladiatrons gain +1 attack and +1 defense)
Valguard: gains Charging Assault power
Seduma: gains +1 defense
Jotun:
Theracus: gains +1 move
Major Q9:
Nilfheim: gains Snow Strength power AND
Braxas:
Nakita Agents:
Spartacus:
Retiarius:
Crixus:
Kozuke Samurai:
Ninjas: Grapple (like Sgt Drake)
Elite Onyx Vipers:
Nerak: gains Snow Movement abilities to ignore penalites (like the Dzu-tehs)
Sir Hawthorne:
My friends and I are big fans of the Tagawa Samurai's experience power and wanted to try a custom rule set that allows all unique heroes and unique squads to gain experience by killing enemies.
Each army card would have a certain experience goal to meet which would give them a new power level....please please please give me you input on how to balance this system. I think the best way to do it is to have each hero require a different experience goal level before they get the new power.....so Jotun has to kill more than Guilty. Figures with better power boosts would also have to kill more to gain that boost. Most figures would gain experience simply through combat, but I'm toying with the notion of having figures like Morsbane or Dund gain experience through use of their powers....how might I balance that?
Here are our ideas for what each Hero or Squad would gain.....we tried to give each unit a boost that would be in keeping with the powers and/or flavor of the unit. Some units gain more than one ability. Help me work out how to inact this system, please. And feel free to recommend powers for units as we are obviously still filling in the blanks.
Sgt Drake:
Airborne Elite: Add one grenade marker to this card (allowing for a second grenade special attack) AND
Finn:
Thor:
Tarn Vikings: Add 1 to all Berserker rolls for the card.
Raelin: +2 Defense to her card value
DW9K: Melee Toughness (when rolling for defence against a normal attack by an adjacent figure, DW9K adds one shield to whatever is rolled)
Zettian Guards: Modified Programming (instead of taking a turn with Zettain Guards, you may take a turn with any one Deathwalker you control) AND Melee Defense 1 power.
Marro Warriors: Add 1 to all Water Clone rolls for the card.
Ne-Gok-Sa: Add 1 to all Mind Shackle rolls for the card AND gain Movement Bonding with Marrden Hounds (any 3 up to 6 spaces but no plague roll).
Mimring: Lava Resitant power AND
Grimnak:
Agent Carr: gains Counter Strike power (does not work against Samurai)
Krav Maga Agents:
Syvaris: Favorable Winds (after moving and before attacking, you may roll the d20....1-8 nothing happens. 9-14 add 1 to your range for this turn. 15-18 add 2 to your range for this turn. 19-20 add 3 to your range for this turn.)
Izumi Samurai:
Taelord: +1 Attack to his card value
Kelda: Add 1 to all Healing Touch rolls for the card.
Tornak:
Marcus:
Venoc Warlord: Viper Defense Aura (all vipers in 4 clear sight spaces gain +1 defense)
Krug: Wounded Charge (if Krug has all the wounds he can take without dying, add 2 to his move value)
Me-Burq-Sa: Add 1 to all Stare rolls for the card.
Sir Denrick: Knight Leadership (all knights gain +1 move)
Khosumet: Anubian Wolf movement bonding
DW8K: Melee Toughness (when rolling for defence against a normal attack by an adjacent figure, DW8K adds one shield to whatever is rolled)
Brunak: gains Maul power
Su-Bak-Na: Hive Orders (instead of taking a turn with Su-bak-na, you may take a turn with any one Marro army card you control) AND Marro Drone Enhancement (+1 attack and +1 defense to all Marro Drones adjacent)
Charos: Dragon Hide (+1 Defense against non-adjacent small or medium figures)
Dund: Add 1 to all Gaze rolls for the card AND add +1 to his move value.
Alastair MacDirk: gains A Coward's Reward power
Johnny Shotgun:
Concan: gains A Coward's Reward power AND Sentinel Leadership (sentinels move +1)
Saylind: Add 1 to all Summoning rolls for the card.
DW7K: Add 2 to your Self-destruct roll.
James Murphy:
Tagawa Samurai:
Deadeye Dan: gains Deadly Shot power.
Guilty: Quick Draw Special Attack (Range 6 Attack 2. When attacked by a non-adjacent opponent in range of Guilty's Quick Draw, you and the opponent attacking you each roll the d20. If you roll higher than your opponent you may use your Quick Draw special attack....his attack does not occur.)
Morsbane: When a previously negated figure's card is entirely eliminated from the game, return the negation markers on the card to Morsbane's card.
Parmenio:
Major X17: Gladiatron Enhancement (adjacent Gladiatrons gain +1 attack and +1 defense)
Valguard: gains Charging Assault power
Seduma: gains +1 defense
Jotun:
Theracus: gains +1 move
Major Q9:
Nilfheim: gains Snow Strength power AND
Braxas:
Nakita Agents:
Spartacus:
Retiarius:
Crixus:
Kozuke Samurai:
Ninjas: Grapple (like Sgt Drake)
Elite Onyx Vipers:
Nerak: gains Snow Movement abilities to ignore penalites (like the Dzu-tehs)
Sir Hawthorne: