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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:

Su_Nan
September 11th, 2006, 09:14 PM
Sgt. Drake: Roll the twenty sided dice for extra movement and defense, lets say a 1 - 12 is one extra move and 13 - 19 is extra defense, and 20 is both.

Finn: each level they add one to the range of their auras

Thorgrim: See Finn

Raelin: Same as Vikings

Marro Warriors: have like a lot of exp to gain but each level you get to add one extra warrior to the maximum number.

Grimnak: add extra movement

Sylvarris: more attackes per level

Izumi Samurai: every level they get one of the powers of the other samurai until eventually counterstrike that hits everybody.

Taelord: extra aura range and atk and def.

Kelda: extra range for healing

Tornak: more life per level

James Murphy: can hit up to three figures with his whip.

Tagawa Samurai: enchanced counterstrike and the other samurai powers.

Parmenio: His abilities gain range.

Valguard: First Strike doesnt go away

Other than those I can't think of any other abilities than that. You could have like a dice roll that increases stats like traditional rpgs for every character. Also, you could maybe have the xp carry over and have point reductions for sparticus and taelord. You can do so much with this kind of thing.

K/H_Addict
September 11th, 2006, 09:23 PM
Kozuke samurai could use more defense, so maybe an experience ability except with defense.




I tried something similar to this with my set of Armory rules last summer. It took a lot of writing and a lot of keeping track of small details such as who killed who.


For squads, take each member and figger out how much each is worth (IE 3 fig squad @ 100 points = 33.3 points each.) and that how much eac of those figures are worth. Then you could figure out a set amount of experience needed for each "level." Maybe, 10% of the original price of the fig (IE syvarris would need 10 points to level up), then 20%, the 40%, then 80%, etc, etc.

Malechi
September 11th, 2006, 09:27 PM
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?

Unless you plan on goals for each Army Card as well the Experience Bonus, you could do a Kill Percentage. Say, every 20% of the Army Cards's cost in kills gains an Experience Marker, 3 Experience Markers gains the Experience Bonus. By using the point cost of the Army Card, you automatically factor in the card's Attack/Defense/Life/Special Abilities.

Su_Nan
September 12th, 2006, 12:18 AM
Make the experience levels the point value of the card for the first level, double it for the second, triple for the third and so on for however many levels you want.

If you really want to get techical make extra copies of the cards, lets say five Sgt. Drake cards each one with the different experience level on it.

Ex. first level drake is the original card. second level drake is another card with +1 attack and +1 movement or something.

Make as many as you need. You can also save the cards after each battle and elect whether or not you want to use experience or no experience for your battles. IMO it would make people use those cards that they never pick to level them up.

Point Blanks
September 12th, 2006, 10:20 AM
Valguard- Disengage

Zettian Guards- DW bonding

Syvarris- May move three spaces after attacking, or melee attack plus two, or triple attack


Grimnak- May chomp twice per turn

Taelord- Deadly Strike

Krav- "Futuristic, sword wielding, gun toting person with ponytail bonding"

jcb231
September 12th, 2006, 03:03 PM
I don't want the boosts to be TOO powerful....I worry that some of yours, Point Blanks, might be a bit too strong.

jcb231
September 12th, 2006, 03:03 PM
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?

Unless you plan on goals for each Army Card as well the Experience Bonus, you could do a Kill Percentage. Say, every 20% of the Army Cards's cost in kills gains an Experience Marker, 3 Experience Markers gains the Experience Bonus. By using the point cost of the Army Card, you automatically factor in the card's Attack/Defense/Life/Special Abilities.

Good ideas....I'll think this over a bit.