TrekScape - Prime Directives - VOTE for Transporter
TrekScape
Prime Directives
This will be the thread where we discuss optional rules, including Stun, Transporters, glyphs and anything else that needs to be addressed from a rules standpoint.
By posting here, you agree to abide by the rules of the Prime Directives thread:
1) Play nice. It's OK to disagree with someone, but do so intelligently. Personal attacks are not appropriate.
2) Think before you hit Submit. We are trying to add to an incredible existing game system. Remember that there are already attack and defense auras, adjacency bonuses, glyphs, etc. before coming up with more of the same.
3) All are welcome to contribute -- good ideas are everywhere. If there is something that you feel should be added, throw it out there so it can be discussed.
4) Have fun. Isn't that why we're here in the first place?
I don't see it shutting down many games. I know I have had them end when Red skull makes his Die-20 roll. Wamo game over first dice rolled. I have had my Death walker taken out with a lucky hit. At one less dice for attack and defence dice being rolled. I don,t see this as broken. Yea a lucky roll could end things but as anyone knows that could happen in any battle with only one or two army cards on a side.
I know Wulf, I just hate it when someone is immune to a power because he has no OM on him. In retrospect, That is probably not worth countering with counters and effects that last for multiple rounds.
Pete
Quote:
Originally Posted by Jdet
Quote:
Originally Posted by pjnormandin
Quote:
Originally Posted by Jdet
If there is a stun ability on the card, perhaps falling damage could be awarded if the opponent's figure is next to a cliff or wall of some sort. Perhaps roll a dice and if a skull is rolled-a wound?
Is there "knock-back" on stun attacks? The above statement sounds like Knock-back to me.
Not knock-back as in when superheroes throw each other against walls at supersonic speeds. However, it stands to reason (according to the laws of physics) that if one were stunned next to edge of a hill or a hard wall, then said person could be injured by the momentum over the edge or into the wall. This could injure the figure, if only slightly.
Quote:
Originally Posted by pjnormandin
Quote:
Originally Posted by Jdet
Not knock-back as in when superheroes throw each other against walls at supersonic speeds. However, it stands to reason (according to the laws of physics) that if one were stunned next to edge of a hill or a hard wall, then said person could be injured by the momentum over the edge or into the wall. This could injure the figure, if only slightly.
The telling statement here is bolded. We are referring to a game.
Stunning, IMO, should be totally non-lethal. No chance of Ensign Ricky falling off a cliff and dying, he just crumples into a heap in the middle of the hex he is in.
Quote:
Originally Posted by SirGalahad
The problem with removing an Order Marker is that you are removing one unrevealed OM at random. How thematic would it be for Chekov, on the first OM of the round, to stun a Klingon (who has OMs 1 and 3 on his card) and randomly remove OM 3, allowing the Klingon to take his normal turn on his own OM 1?
How about . . .
STUN SPECIAL ATTACK
Range 5. Attack (this figure's attack number - 1).
If an opponent's Unique Hero receives at least one wound from the Stun Special Attack, place a Stun Marker on that hero's Army Card. Figures who are stunned roll 2 fewer defense dice, to a minimum of 1 die, and cannot move or attack. When an Order Marker is revealed on a stunned hero's card, the player controlling that hero must roll the 20-sided die. If the player rolls a 12 or higher, the Stun Marker is removed. All Stun Markers are removed from all Army Cards at the end of each round.
This also avoids having to worry about the ramifications of stunning individual members of a squad, since if they received at least one wound, they would be destroyed.
EDIT: GB said earlier that if you rolled combat dice, it was an attack (flagbearers excluded). Unless we want to make Stun a 20-sided die roll, it would have to be listed as a special attack, which I don't think you want to use a symbol for, since it's dependent upon the figure.
Quote:
Originally Posted by Felindar
Quote:
Originally Posted by SirGalahad
The problem with removing an Order Marker is that you are removing one unrevealed OM at random. How thematic would it be for Chekov, on the first OM of the round, to stun a Klingon (who has OMs 1 and 3 on his card) and randomly remove OM 3, allowing the Klingon to take his normal turn on his own OM 1?
How about . . .
STUN SPECIAL ATTACK
Range 5. Attack (this figure's attack number - 1).
If an opponent's Unique Hero receives at least one wound from the Stun Special Attack, place a Stun Marker on that hero's Army Card. Figures who are stunned roll 2 fewer defense dice, to a minimum of 1 die, and cannot move or attack. When an Order Marker is revealed on a stunned hero's card, the player controlling that hero must roll the 20-sided die. If the player rolls a 12 or higher, the Stun Marker is removed. All Stun Markers are removed from all Army Cards at the end of each round.
This also avoids having to worry about the ramifications of stunning individual members of a squad, since if they received at least one wound, they would be destroyed.
EDIT: GB said earlier that if you rolled combat dice, it was an attack (flagbearers excluded). Unless we want to make Stun a 20-sided die roll, it would have to be listed as a special attack, which I don't think you want to use a symbol for, since it's dependent upon the figure.
Why is the stun attack "Dependent upon the figure" in a way that makes a Symbol on the card, like Super Strength, not work?
I like the way that works. How about Leaving the Marker on at the end of the round though? That way you could stun someone who dose not have an OM on them and it would stay until the person wants to "risk" an OM on them.
Quote:
Originally Posted by SirGalahad
STUN is dependent upon the figure because of the different figures' attack values. The constant is that we've been talking about it rolling one fewer attack die than the figure's normal attack value.
Clearing the markers at the end of the round tones down the power some and makes thematic sense as well, because the stun eventually wears off on its own. The end of a round is a natural break in time to clear markers.
If a symbol is used, we would have to add a "rulebook" a la the C3G that fully explains the special attack.
Quote:
Originally Posted by pjnormandin
my contention is that a regular (or special) attack would cause wounds and a stun attack wouldn't.
Then we could turn it into a 20-sided die special ability. I changed the text to "figures" so everyone would have something to look at if we still wanted it to affect individual squad figures.
STUN
After moving and instead of attacking, choose a figure within 5 clear sight spaces and roll the 20-sided die. If you roll an 11 or higher, place a Stun Marker on that figure. Figures who are stunned roll 2 fewer defense dice, to a minimum of 1 die, and cannot move or attack. When an Order Marker is revealed on a stunned figure's Army Card, the player controlling that figure must roll the 20-sided die. If the player rolls a 12 or higher, the Stun Marker is removed. All Stun Markers are removed from all figures at the end of each round.
Quote:
Originally Posted by Felindar
Why could you not just state in the power "attacks with one fewer attack dice" That way it would work for every Fig as written. I suppose it would have the value of dropping there defence even if they don't have an OM so they would be essayer to hit, with other attacks.
We might want to add may not use any special abilities, to avoid any abilities that give automatic movement, Defences, or counter strikes from kicking in.
The main reason I would think to use a symbol is "length of text".
Special Power 1 - Grenade Special Attack
Range 5. Lob 12. Attack 2.
Use this power once per game. Start the game with a grenade marker on this card. Remove the grenade marker to throw grenades. One at a time do the following with each Airborne Elite: Choose a figure to attack. No clear line of sight is needed. Any figures adjacent to the chosen figure are also affected by the Grenade Special Attack. Roll 2 attack dice once for all affected figures. Each figure rolls defense dice separately.
Special Power 2 - The Drop
Airborne Elite do not start the game on the battlefield. At the start of each round, before you place Order Markers, roll the 20-sided die. If you roll a 13 or higher you may place all 4 Airborne Elite figures on any empty spaces. You cannot place them adjacent to each other or other figures, or on glyphs
STUN SPECIAL ATTACK
Range 5. Attack (this figure's attack number - 1).
If an opponent's Unique Hero receives at least one wound from the Stun Special Attack, place a Stun Marker on that hero's Army Card. Figures who are stunned roll 2 fewer defense dice, to a minimum of 1 die, and cannot move or attack. When an Order Marker is revealed on a stunned hero's card, the player controlling that hero must roll the 20-sided die. If the player rolls a 12 or higher, the Stun Marker is removed. All Stun Markers are removed from all Army Cards at the end of each round.
Above is all of the text for the airborne Elite. It is not jammed on the card no extra text and so forth.. It takes up 13 lines in this format. Stun Takes up 9, If this is something that will wind up on most federation cards and many other races do use this as well, it will take up too much card space IMO. I would rather loose the stun all together than have to drop specials like Spocks nerve pinch or Kirks flying double kick attack that give flavor to each character
Also, It is Modifying there attack one less die and a special if damage is done. So just like
WAIT THEN FIRE
If none of the 4th Massacususetts line move this turn, add 1 to their attack.
Is not a Special attack If we just say modification X to the base attack not only would we have universal text, allowing for a text space saving symbol, they would get any modifications due to hight or enhancements.
</IMG>
Quote:
Originally Posted by Felindar
Quote:
Originally Posted by SirGalahad
STUN
After moving and instead of attacking, choose a figure within 5 clear sight spaces and roll the 20-sided die. If you roll an 11 or higher, place a Stun Marker on that figure. Figures who are stunned roll 2 fewer defense dice, to a minimum of 1 die, and cannot move or attack. When an Order Marker is revealed on a stunned figure's Army Card, the player controlling that figure must roll the 20-sided die. If the player rolls a 12 or higher, the Stun Marker is removed. All Stun Markers are removed from all figures at the end of each round.
The problem here is that tougher figures get no extra bonus against stun from there higher Defense values.
I think the other version was much better with the thought I listed above, taken into consideration.
Quote:
Originally Posted by SirGalahad
I'll be happy to tally feedback on these.
Given: If it rolls combat dice, it's an attack.
Questions to decide:
1. Should STUN be an ability or an attack?
2. If it's an ability (which it sounds like it shouldn't be because figures with higher defense would have no advantage in defending against it), what should the effective 20-sided die roll be?
3. If it's an attack
a) what should the attack modifier be (currently suggested at -1)
b) what do unblocked skulls mean?
i) inflict wounds (seems pointless - just use regular attack)
ii) STUN only (whatever the effects are - see 7 below)
iii) both (eliminates 5c below)
4. Who can use STUN?
a) heroes only?
b) squads also? Squads usually only have a special attack if they combine their attacks (Ashigaru Yari, Roman Archers, Zombies)
5. Who can be affected by STUN?
a) size restrictions?
b) heroes only?
c) squads also? Are unSTUNned squad members affected?
6. How will STUNned figures be designated?
a) marker on Army Card?
b) marker on figure?
c) lay figure on its side?
7. What is the effect of STUN?
a) remove OM (issue if not the next OM)
b) reduced defense dice (currently suggested at -2)
c) no move or attack
d) combination of above
8. How does a figure become unSTUNned?
a) 20-sided die roll every OM? What roll?
b) 20-sided die roll every OM for that player? What roll?
c) 20-sided die roll every OM for that Army Card? What roll?
d) end of round
9. How do we document STUN?
a) on each Army Card with text?
b) on each Army Card with symbol and accompanying "rulebook"?
I think it's a great thematic element that can be added to the game, but because it is so new (like Knockback Rules in C3G) we just have to be careful and get these questions answered.
We could just make it an optional rule set, using a symbol to designate those figures who can use it.
Quote:
Originally Posted by Felindar
Good sorting on the options Galahad. The only thing is, there are plenty of official abilities that modify an attack that are not a special attack. You still roll attack dice.
Wait then fire
Sword of Reckoning 4
Unleashed Fury
All Enhancements to attack.
Thats just what I have here on the desk to check wording for some other customs I am working on.
I find this important for a few reasons.
Many special abilities for defence work only against special or non special attacks.
There will be no bonuses from any other enhancements or hight when stunning, if it is a special attack. I really see Kirk giving a bonus to attack for his redshirts, for example
I am seeing a likely future for these cards where you have a base attack of say 4 with range 5. This simulates a Phaser 1. Then if you want to arm them with a Phaser 3 (the rifle) you pay your call it 30 points and get and attack of 6 range 7 {totaly pulling numbers out of my dingus here} If we have Stun as a special attack then it would always use the base numbers. If it is an attack modifier which it would be if it has a
- 1 attack dice with special effects of removed OM and or an inability to take actions or lower defence, whatever.
Then whatever else bumps up the attack number will be aplied before you take away the one die.
Quote:
Originally Posted by Felindar
Given: If it rolls combat dice, it's an attack.
Questions to decide:
1. Should STUN be an ability or an attack? one that modifies your attack.
2. If it's an ability (which it sounds like it shouldn't be because figures with higher defense would have no advantage in defending against it), what should the effective 20-sided die roll be?
3. If it's an attack
a) what should the attack modifier be (currently suggested at -1) -1
b) what do unblocked skulls mean?
i) inflict wounds (seems pointless - just use regular attack)
ii) STUN only (whatever the effects are - see 7 below) iii) both (eliminates 5c below)
4. Who can use STUN?
a) heroes only? b) squads also? Squads usually only have a special attack if they combine their attacks (Ashigaru Yari, Roman Archers, Zombies) I would need to check the cards but taking your word for it why would not a modified attack like Wait then fire be usable split up on different targets by the squad?
5. Who can be affected by STUN?
a) size restrictions?
b) heroes only?
c) squads also? Are unSTUNned squad members affected? all medium sized figures, only the targeted Figure is affected not the whole card. but seeing as how I like the if any damage is done option the Squad member would be destroyed anyway.
6. How will STUNned figures be designated?
a) marker on Army Card?
b) marker on figure? c) lay figure on its side? I think both to avoid confusion
7. What is the effect of STUN?
a) remove OM (issue if not the next OM) b) reduced defense dice (currently suggested at -2) c) no move or attack
d) combination of above
8. How does a figure become unSTUNned?
a) 20-sided die roll every OM? What roll?
b) 20-sided die roll every OM for that player? What roll? c) 20-sided die roll every OM for that Army Card? What roll? 12 or better would work for me. the more common the check the higher it should go.
d) end of round
9. How do we document STUN?
a) on each Army Card with text? b) on each Army Card with symbol and accompanying "rulebook"? If we only have one or two of these the Book would be kind of small. But yea.
I think it's a great thematic element that can be added to the game, but because it is so new (like Knockback Rules in C3G) we just have to be careful and get these questions answered. That is for sure.
We could just make it an optional rule set, using a symbol to designate those figures who can use it. I like this most of the Knockback and such are treated as Optional.
</IMG>
Quote:
Originally Posted by pjnormandin
Quote:
Originally Posted by SirGalahad
I'll be happy to tally feedback on these.
Given: If it rolls combat dice, it's an attack.
Questions to decide:
1. Should STUN be an ability or an attack?
2. If it's an ability (which it sounds like it shouldn't be because figures with higher defense would have no advantage in defending against it), what should the effective 20-sided die roll be?
3. If it's an attack
a) what should the attack modifier be (currently suggested at -1)
b) what do unblocked skulls mean?
i) inflict wounds (seems pointless - just use regular attack)
ii) STUN only (whatever the effects are - see 7 below)
iii) both (eliminates 5c below)
4. Who can use STUN?
a) heroes only?
b) squads also? Squads usually only have a special attack if they combine their attacks (Ashigaru Yari, Roman Archers, Zombies)
5. Who can be affected by STUN?
a) size restrictions?
b) heroes only?
c) squads also? Are unSTUNned squad members affected? no
6. How will STUNned figures be designated?
a) marker on Army Card?
b) marker on figure?
c) lay figure on its side?
7. What is the effect of STUN?
a) remove OM (issue if not the next OM)
b) reduced defense dice (currently suggested at -2)
c) no move or attack
d) combination of above
8. How does a figure become unSTUNned?
a) 20-sided die roll every OM? What roll?
b) 20-sided die roll every OM for that player? What roll?
c) 20-sided die roll every OM for that Army Card? What roll?
d) end of round
9. How do we document STUN?
a) on each Army Card with text?
b) on each Army Card with symbol and accompanying "rulebook"?
I think it's a great thematic element that can be added to the game, but because it is so new (like Knockback Rules in C3G) we just have to be careful and get these questions answered.
We could just make it an optional rule set, using a symbol to designate those figures who can use it.
My opinions are bolded.
Quote:
Originally Posted by mac122
Here's my thoughts on the Stun questions (thanks for taking the initiative SirG):
Quote:
Originally Posted by SirGalahad
1. Should STUN be an ability or an attack? Special Attack. We can adjust the range and attack values for different weapons used.
2. If it's an ability (which it sounds like it shouldn't be because figures with higher defense would have no advantage in defending against it), what should the effective 20-sided die roll be?
3. If it's an attack
a) what should the attack modifier be (currently suggested at -1) That works for me.
b) what do unblocked skulls mean?
i) inflict wounds (seems pointless - just use regular attack)
ii) STUN only (whatever the effects are - see 7 below)
iii) both (eliminates 5c below) Stun only. I don't think we should allow wounds from Stun or penalize an entire squad with one stunned figure. Just make it against heroes only. You'd probably use an unmodified regular attack and eliminate a squad figure instead.
4. Who can use STUN?
a) heroes only?
b) squads also? Squads usually only have a special attack if they combine their attacks (Ashigaru Yari, Roman Archers, Zombies) I'd like to see both. I can picture Red-shirts being ordered to set phasers to stun.
5. Who can be affected by STUN?
a) size restrictions?
b) heroes only?
c) squads also? Are unSTUNned squad members affected? Small and Medium only. Heroes only. No squads - sorry, they must die instead - nothing personal squaddies.
6. How will STUNned figures be designated?
a) marker on Army Card?
b) marker on figure?
c) lay figure on its side?
7. What is the effect of STUN?
a) remove OM (issue if not the next OM)
b) reduced defense dice (currently suggested at -2)
c) no move or attack
d) combination of above 7 and 8 together: Stun marker stays on army card until the end of the round or until an OM is revealed on the affected figure's card. When an OM is revealed for a Stunned figure, roll a d20. -On X, turn ends -On Y, figure moves one less space and rolls one less attack and defense die for remainder of turn. -On Z, remove Stun marker and take a normal turn. If no OM on the card, Stunned figure still rolls one less defense die when attacked.
8. How does a figure become unSTUNned? See answer to #7.
a) 20-sided die roll every OM? What roll?
b) 20-sided die roll every OM for that player? What roll?
c) 20-sided die roll every OM for that Army Card? What roll?
d) end of round
D20 roll each time an order marker revealed.
9. How do we document STUN?
a) on each Army Card with text?
b) on each Army Card with symbol and accompanying "rulebook"? Optional rules.
I think it's a great thematic element that can be added to the game, but because it is so new (like Knockback Rules in C3G) we just have to be careful and get these questions answered.
We could just make it an optional rule set, using a symbol to designate those figures who can use it.
Any other additions or subtractions needed for the TNG list? If not, then we can decide how we want to handle factions. Things like Federation or Starfleet and whether each alien species will be its own faction or if we'll lump the lesser-used factions together in a Star Wars-like Fringe faction. After that, it's a (hopefully) quick discussion on tech then I think we'll be ready to start design! IMO, we can continue to work on the template as we go along - don't think we have to have it finalized before the design discussion starts.
Quote:
Originally Posted by wulfhunter667
Quote:
Originally Posted by SirGalahad
I'll be happy to tally feedback on these.
Given: If it rolls combat dice, it's an attack.
Questions to decide:
1. Should STUN be an ability or an attack? Attack
2. If it's an ability (which it sounds like it shouldn't be because figures with higher defense would have no advantage in defending against it), what should the effective 20-sided die roll be? n/a
3. If it's an attack
a) what should the attack modifier be (currently suggested at -1)
b) what do unblocked skulls mean?
i) inflict wounds (seems pointless - just use regular attack)
ii) STUN only (whatever the effects are - see 7 below)
iii) both (eliminates 5c below)
4. Who can use STUN?
a) heroes only?
b) squads also? Squads usually only have a special attack if they combine their attacks (Ashigaru Yari, Roman Archers, Zombies)
5. Who can be affected by STUN?
a) size restrictions?
b) heroes only?
c) squads also? Are unSTUNned squad members affected?Everyone.
6. How will STUNned figures be designated?
a) marker on Army Card?
b) marker on figure?
c) lay figure on its side? None of these. I'm still in favor of OM removal which does not require markers.
7. What is the effect of STUN?
a) remove OM (issue if not the next OM)
b) reduced defense dice (currently suggested at -2)
c) no move or attack
d) combination of above Still think STUN would be best used as a strategic way to stop figures from activating.
8. How does a figure become unSTUNned?
a) 20-sided die roll every OM? What roll?
b) 20-sided die roll every OM for that player? What roll?
c) 20-sided die roll every OM for that Army Card? What roll?
d) end of round n/a
9. How do we document STUN?
a) on each Army Card with text?
b) on each Army Card with symbol and accompanying "rulebook"?
I think it's a great thematic element that can be added to the game, but because it is so new (like Knockback Rules in C3G) we just have to be careful and get these questions answered.
We could just make it an optional rule set, using a symbol to designate those figures who can use it.
Again, I am violently opposed to markers on cards unless absolutely necessary. But, I'll go with whatever the group wants.
Neat Stun symbol concept, btw.
This is absolutely everything I found about stun from the main thread from about page 5 to around page 22. It's aloooooooot to read through, but it will definately be easier than trying to muddle through the original thread for this stuff.
I'd like to make it an ability that modifies the attack, but I think there's too much going on with Stun. If it were just add or subtract an attack die, it would work. But we're messing with order markers, too. IMO, it needs to be a special attack.
Refresh my memory, was Stun TrekScape-only or was it going to be classic-compatible? If TrekScape-only, we can write it however we want.
Here's the discussion so far regarding Transporters:
Quote:
Originally Posted by mac122
Beam in as an ability could be a version of the AE's drop. Though I'm leaning toward having a transport ability on an engineer or having a transporter DO that would let you beam figures all over the map.
Quote:
Originally Posted by SirGalahad
I don't know about beaming into or out of battles. I was thinking that these battles would be after figures had already been beamed into the areas.
Tying beaming to a class like "Engineer" would mean that every other race that had transporter technology would have to have an Engineer as well, and I don't know if that's wise.
If there were a Glyph of Transporter Technology, maybe controlling it allows you to move a figure back to your start zone once per game.
Quote:
Originally Posted by wulfhunter667
Finally, an interesting thought ran across my mind about the tech thing. What if we have Engineers with Transporter ability to remove squads from play and the Communications Officer having the ability to return them to play elsewhere on the battlefield? Creates an interesting synergy between the two types of customs and sounds like it might be fun to play.
That's all I got for now.
Here's the discussion so far regarding Transporters:
Quote:
Originally Posted by mac122
Beam in as an ability could be a version of the AE's drop. Though I'm leaning toward having a transport ability on an engineer or having a transporter DO that would let you beam figures all over the map.
Quote:
Originally Posted by SirGalahad
I don't know about beaming into or out of battles. I was thinking that these battles would be after figures had already been beamed into the areas.
Tying beaming to a class like "Engineer" would mean that every other race that had transporter technology would have to have an Engineer as well, and I don't know if that's wise.
If there were a Glyph of Transporter Technology, maybe controlling it allows you to move a figure back to your start zone once per game.
Quote:
Originally Posted by wulfhunter667
Finally, an interesting thought ran across my mind about the tech thing. What if we have Engineers with Transporter ability to remove squads from play and the Communications Officer having the ability to return them to play elsewhere on the battlefield? Creates an interesting synergy between the two types of customs and sounds like it might be fun to play.
That's all I got for now.
Transporters as a permanent glyph would probably be the way to go.
Transporter Permanent Glyph
After revealing an order marker, a figure on a Transporter Glyph may be placed on any space within X clear sight spaces. If the figure is an Engineer, you may instead choose any other small or medium figure you control and move them up to X spaces. If the moved figure is engaged before Transport they will not take any leaving engagement strikes.
I'd like to make it an ability that modifies the attack, but I think there's too much going on with Stun. If it were just add or subtract an attack die, it would work. But we're messing with order markers, too. IMO, it needs to be a special attack.
Refresh my memory, was Stun TrekScape-only or was it going to be classic-compatible? If TrekScape-only, we can write it however we want.
I don't think we decided. I like the Modified attack, with the Die-20 roll to get de stunned.
If any damage is done. Figure hit takes one wound {kills Squaddies}, and Looses 2? defence dice, can not attack or move until rolling X on a die-20. Rolls occur when an OM is reveled on the card. They all come up at the end of the round.
I think it can be compatable with Regular scape but we were planing on having the Symbols be Trek only.
I'd like to make it an ability that modifies the attack, but I think there's too much going on with Stun. If it were just add or subtract an attack die, it would work. But we're messing with order markers, too. IMO, it needs to be a special attack.
Refresh my memory, was Stun TrekScape-only or was it going to be classic-compatible? If TrekScape-only, we can write it however we want.
It was my understanding that Goal Number 1 was to be 100% compatible with all existing Heroscape, which is why we'd have to be very careful about how it is written.
So far, wulf is the only one who is advcoating OM removal.
If Stun is just an attack modifier (-1), then all other attack modifiers are also in play (Astrid, Crevcor, Ulaniva, height, Taelord, any built-in synergies). If that's what the group wants, I can live with it, but these are things that need to be thought about.
Also, now that I'm thinking specifically about just one thing (like that ever happens), figures should be able to leave engagement with Stunned figures without taking any leaving engagement attacks.
And the markers really aren't necessary -- you could just lay the figure on its side -- although I know at least one family does that to represent destroyed figures.
That's my second of the day! I forgot the other options we looked at...and only sorta scanned through the posts... The really sad part is for SirG's tally sheet on Stun, I didn't say OM removal.
If Stun is just an attack modifier of -1 then it's just an ability like Wait Then Fire. But it goes beyond that either with a paralysis effect, a temporary reduction in stats for the affected figure, OM removal...It almost has to be a Special Attack. We can write any of these effects as a compatible ability. We could include an optional TrekScape rule that allows for height modifiers if we choose to, as well.
If the TrekScape ruleset is OPTIONAL, we can make it whatever we want, as long as it's otherwise compatible.
Knockback for example involves calculating knockback points and comparing skulls of the defending figure, so Stun can be a little involved. People will have to decide whether or not it is worth the extra effort to use it.
I'm OK with it being an attack modifier, just not OK with OM removal. If people are concerned that the figure can get unstunned too easily, we can just bump the 20-sided die roll up from 12 to make it harder for them to do so.
Just a rough draft, obviously, let me know what you think
STUN
One of the most iconic representations of Trek weaponry is the hand-held phaser. Figures who are able to use this special ability will have this symbol on their Army Cards
In order for a figure to use this special ability, the player controlling the figure must announce that s/he is attempting to stun the opponent's figure.
Stun may only be used against small or medium figures.
Figures who are attempting to stun roll one fewer attack die, after all other attack modifcations (height, etc.) have been included. Defending figures roll defense dice normally.
If the defending figure receives at least one wound, and the figure is not destroyed, the defending figure is now stunned. {Place a Stun Marker on this figure's Army Card or place the figure horizontally on its space}(TBD)
Stunned figures roll 2 fewer defense dice, to a minimum of 1 die, and cannot move or attack. Figures leaving engagement from stunned figures do not take any leaving engagement attacks.
After revealing an Order Marker on a stunned figure's Army Card, roll the 20-sided die. If you roll a 12 or higher, the figure is no longer affected by Stun.
{All Stun Markers are removed or all figures are placed upright at the end of each round}(TBD)
Example: (these assume attack and defense numbers, so they can be adjusted once the figures are finalized)
Player 1 reveals OM2 on Captain Kirk, who has extreme height advantage on Khan, so his normal attack of 3 is increased by 2 to 5. Captain Kirk attempts to stun Khan, so his attack number is reduced by 1 to 4.
Captain Kirk rolls . Khan rolls
Since Khan received 1 wound and was not destroyed, Khan is now Stunned.
Player 2 reveals OM2 on Khan, so s/he rolls the 20-sided die and rolls 10. Khan remains stunned.
Player 1 reveals OM3 on Spock, who attacks Khan
Spock rolls . Khan rolls , because of his reduced defense, and takes another wound.
Player 2 reveals OM3 on Khan, so s/he rolls the 20-sided die and rolls 3.
Khan remains stunned.
At the end of the round, Khan is no longer stunned.