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View Full Version : What would you think of a squad with rapid fire ability?


MBSowards
May 27th, 2006, 01:10 AM
They could only attack for 1 or 2, but have the DW8000 rapid fire ability.

There would have to be some limit on it probably, since that's a pretty intense power to have.

Any ideas?

bobofett
May 27th, 2006, 01:13 AM
Uuummm... fancy meeting you here.
anyway i think they would be just slightly Overpowered and overused.God i love big fonts. :shock: :shock: :!:

MBSowards
May 27th, 2006, 01:15 AM
Well...that's why I was looking for something to make them less powerful. But I agree, it was just an idea.

LilNewbie
May 27th, 2006, 01:18 AM
You could make it that they can't move in the same turn that they are going to use the Rapid Fire ability (similar to 40k Space Marines.) Give them 4 attack dice and they can use 1 or 2 per attack and keep attacking the same or different targets until they use up their 4 dice. I like the idea but they will need to be balanced and I would make them a unique squad.

Newb.

bobofett
May 27th, 2006, 01:23 AM
You could make it that they can't move in the same turn that they are going to use the Rapid Fire ability (similar to 40k Space Marines.) Give them 4 attack dice and they can use 1 or 2 per attack and keep attacking the same or different targets until they use up their 4 dice. I like the idea but they will need to be balanced and I would make them a unique squad.

Newb.

i don't see why you coldn't make them common. you would only be controlling 3 - 4 of them per turn.

LilNewbie
May 27th, 2006, 01:27 AM
True and if MBSowards wants to make them Common he can. I would make the unique to minimize the rapid fire becoming overused, as you mentioned above, and I think having too many of them on the board would become *yawn*. Having a unique squad is just better in my book.

Newb.

bobofett
May 27th, 2006, 01:31 AM
True and if MBSowards wants to make them Common he can. I would make the unique to minimize the rapid fire becoming overused, as you mentioned above, and I think having too many of them on the board would become *yawn*. Having a unique squad is just better in my book.

Newb.

i see your point. there would be lots of them all over the place getting off like 3 attacks per turn which = 3*4=12. 12 attacks per turn. waaaaayyyyy too much shooting. :johnwoo2: :johnwoo2: :johnwoo2: :johnwoo2: :johnwoo2:

MBSowards
May 27th, 2006, 01:31 AM
I think I might try it out. This would be my first custom Heroscape anything. Oh guys...A milestone in my Heroscape life.

bobofett
May 27th, 2006, 01:33 AM
I think I might try it out. This would be my first custom Heroscape anything. Oh guys...A milestone in my Heroscape life.

HURRAY(blows little party noise maker)

allskulls
May 27th, 2006, 01:34 AM
How's this...

Omnicron Assault Team
3 figure squad
5 Move
7 Range
2 Attack
2 Defense

Rapid Fire Special Attack
Range 5. Attack 1.
When a member of the Omnicron Assault Team causes a wound with the Rapid Fire Special Attack, that Omnicron Assault Team member may attack again, using the Rapid Fire Special Attack.

The special aspect of the attack keeps it from being boosted. And the normal attack of 2 (which can be modified) will make sure Rapid Fire is not overused. It will be used when the situation is right just like AE's grenades. Short range is also a limiter.

LilNewbie
May 27th, 2006, 01:35 AM
I'd be glad to help you with a custom card once you get the idea for the squad worked out. Just let me know. I'm kinda interested in the Rapid fire ability myself and may "borrow" it for a unit, too. :D

Newb.

feekonea
May 27th, 2006, 01:35 AM
hmmm I like that idea. I wonder what the squad will be like.

LilNewbie
May 27th, 2006, 01:37 AM
How's this...

Omnicron Assault Team
3 figure squad
5 Move
7 Range
2 Attack
2 Defense

Rapid Fire Special Attack
Range 5. Attack 1.
When a member of the Omnicron Assault Team causes a wound with the Rapid Fire Special Attack, that Omnicron Assault Team member may attack again, using the Rapid Fire Special Attack.

The special aspect of the attack keeps it from being boosted. And the normal attack of 2 (which can be modified) will make sure Rapid Fire is not overused. It will be used when the situation is right just like AE's grenades. Short range is also a limiter.

Cool idea and similar to HEH's Hook attack from his Harryhausen Figurehead unit but it is only range 1.

Newb.

feekonea
May 27th, 2006, 01:39 AM
I like it. good idea noob.

MBSowards
May 27th, 2006, 01:39 AM
How's this...

Omnicron Assault Team
3 figure squad
5 Move
7 Range
2 Attack
2 Defense

Rapid Fire Special Attack
Range 5. Attack 1.
When a member of the Omnicron Assault Team causes a wound with the Rapid Fire Special Attack, that Omnicron Assault Team member may attack again, using the Rapid Fire Special Attack.

The special aspect of the attack keeps it from being boosted. And the normal attack of 2 (which can be modified) will make sure Rapid Fire is not overused. It will be used when the situation is right just like AE's grenades. Short range is also a limiter.

That looks really good. I'll put some thought into all of this, and let you guys know what I come up with. I'm in the middle of finding a summer job, and I also teach a class at my church, and I preach every other week as well, so I'm not sure how soon I'll really be able to get a lot of this done, though. If someone likes the idea, feel free to beat me to the punch.

bobofett
May 27th, 2006, 01:44 AM
Yea HS could use some more omnicrons(shoddey pieces of junk(whoops :shock: ))

MBSowards
May 27th, 2006, 01:45 AM
What's wrong with a sniper squad that you can easily get attacking for three dice that do double damage?

bobofett
May 27th, 2006, 02:03 AM
What's wrong with a sniper squad that you can easily get attacking for three dice that do double damage?

making referance to the snipers not your custom :shock: :shock: :shock:
Referance to the bio of them. with height they kick ass.

justin
May 5th, 2007, 09:52 PM
I think the squad should be some kind of ranged samurai mercenaries that get a bonus on all attacks (Even Specs) when they are adjacent to the target, This coupled with rapid fire would make them useful and a good unique.

Kronty Samurai Mercenaries
4 man squad
Attack 5
Defense 7
Move 6
Range 10

Arrow Rapid Fire.
Kronty Samurai Mercenaries may attack until they cause no wounds, Attack 1

Close and Personal
Kronty Samurai Mercenaries recieve 4 additional dice against adjacent figures. Affects all attacks by Kronty Samurai Mercenaries.

Enhanced Counterstrike
All sheilds count double. All excess sheilds count as unblockable hits on the attacker.

King's Knight
May 6th, 2007, 01:12 AM
^ :reaper:


...Give them 4 attack dice and they can use 1 or 2 per attack and keep attacking the same or different targets until they use up their 4 dice...

Did you see some Q9 prototypes when you posted this? Or is your awesomeness stat just that high?

dracothehalfdragon
May 6th, 2007, 04:43 PM
DeathWalkers6000: 3man
attack:4
defense:6
move:4
range:6

special: rapidfire
may attack until they cause no more damage. must all be within range of all other members of this type to use this power.

special: horde attack
may roll attack dice collectively.

special: dw8k bonus
adds 4 to dw8k range/attack.

GForce3062
May 6th, 2007, 09:30 PM
I think the squad should be some kind of ranged samurai mercenaries that get a bonus on all attacks (Even Specs) when they are adjacent to the target, This coupled with rapid fire would make them useful and a good unique.

Kronty Samurai Mercenaries
4 man squad
Attack 5
Defense 7
Move 6
Range 10

Arrow Rapid Fire.
Kronty Samurai Mercenaries may attack until they cause no wounds, Attack 1

Close and Personal
Kronty Samurai Mercenaries recieve 4 additional dice against adjacent figures. Affects all attacks by Kronty Samurai Mercenaries.

Enhanced Counterstrike
All sheilds count double. All excess sheilds count as unblockable hits on the attacker.

Ummmmmm........... That is way tooOVERPOWERED!!!!!!! If you like em' big n' strong, make em' like 300-400 points and you're good to go. :reaper: :reaper:

justin
May 16th, 2007, 11:12 AM
I think the squad should be some kind of ranged samurai mercenaries that get a bonus on all attacks (Even Specs) when they are adjacent to the target, This coupled with rapid fire would make them useful and a good unique.

Kronty Samurai Mercenaries
4 man squad
Attack 5
Defense 7
Move 6
Range 10

Arrow Rapid Fire.
Kronty Samurai Mercenaries may attack until they cause no wounds, Attack 1

Close and Personal
Kronty Samurai Mercenaries recieve 4 additional dice against adjacent figures. Affects all attacks by Kronty Samurai Mercenaries.

Enhanced Counterstrike
All sheilds count double. All excess sheilds count as unblockable hits on the attacker.

Ummmmmm........... That is way tooOVERPOWERED!!!!!!! If you like em' big n' strong, make em' like 300-400 points and you're good to go. :reaper: :reaper:

I didn't put up a point value but I'm cool with you wanting it that high.