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 Post subject: Opinions/Ideas wanted: Ambush Z: Headhunters
PostPosted: Tue Apr 06, 2010 1:39 pm 
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Joined: Wed Apr 01, 2009 4:27 pm
Posts: 337
Location: SE Kansas
My buddies and I working up some ideas of creating some scenario based "headhunter" missions as well as a way of jumping right into playing with six or less individuals on the board.

As an example, to help increase firepower from one individual headhunter:
1 FP die for the model
+1 light Wpn
+2 medium Wpn
+3 heavy Wpn
+1 for optimum range

+1 for each player within one 1" of active player
or
+1 for each player who has target zombie/mob in optimum range.

As an example, someone who carries two sub-machine guns like the mini below, far right, you get +1 for the model, +2 for two weapons, +1 +1 for each weapon in optimum range and +1 for each friendly that is able to help. That gives +5 FP dice not including any cooperation.
Image


If you carry a shotgun into close combat:
+1 for individual, +1 for shotgun, + 1 for optimum range, Increase FP die for large blast of the shotgun, +1 for shotgun in CC, +1 for any help/cooperation. That's 4+ FP die.

I'm working on creating player cards with individual stats, weapons, and equipment for each character based upon Rebel Minature's models found here:

Image

As players complete each mission, they have a chance for equipment upgrades, weapon choices, and when the new rules come out, vehicles.

Any thoughts or things you'd like to see? Any problems inherently wrong or problematic with the idea?

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Last edited by Varagon on Mon Sep 12, 2011 11:21 pm, edited 1 time in total.

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 Post subject:
PostPosted: Fri Apr 09, 2010 1:47 pm 
Captain

Joined: Wed Apr 01, 2009 4:27 pm
Posts: 337
Location: SE Kansas
Here's a copy of the first draft of the untested character stats.

Name: Sarah
Speed: 8î
Troop Quality: d8
Morale: Elite d12

Firepower: +3 (+2 in CC)
Weapons: Handgun x 2
Optimal Range: CC

Skills:
ï Leadership (choose 1)
o Sarah may forego all actions this round to give all headhunters within 16î +1 to all firepowers OR +1 to defense dice.
o Sarah may forego all movement this round to give all headhunters within 8î an increase of 1 to their TQ die (d6 to d8, d8 to d10, etc).
ï Combined Arms- Sarah gives a bonus of +2 to all cooperative firepower die rolls instead of +1 and her range for cooperation is 2î, not the normal 1î.

Equipment:
ï Anti-Zombie Armor (+1 defense dice)
ï Extra ammo- Sarah never runs out of ammunition.

=====================================================================
Name: Luther ìMac Daddyî
Speed: 8î
Troop Quality: d8
Morale: Veteran d10

Firepower: + 2 (+2 in CC)
Weapons: Sawed Off Shotgun
ï Canít target outside of optimal range.
ï Wideshot- For every max firepower roll not matched, +1 zombie death
Optimal Range: 6î

Equipment:
Luther begins the game equipped with the following:
ï Anti-Zombie Armor (+1 defense dice)
ï Signal Flare x 2ñ When thrown, all zombies within 15î immediately charge the signal flare even if in CC. Zombie movement happens immediately after the flare is thrown, and before player movement. Player may shoot after moving, but at -1 firepower dice. Range is equal to or < 8î. Flare will deviate on a failed morale roll. Deviation is Ω the distance thrown on the zombie random movement chart. Signal flare does not effect Sirens.
=====================================================================
Name: Doc Cowboy
Speed: 6î
Troop Quality: d8
Morale: Veteran d10

Firepower: 2 (+2 in CC)
Weapons: .44 magnum handgun
ï Burst Shot- Player may shoot twice at -1 firepower die both shots.
ï Powerful Shot- Does not reduce TQ firepower die outside of optimal range.
Optimal Range: 8î
Skills:
ï Medic- Roll on the medic table when making first aid checks.
ï Surgery- May heal one headhunter for 1d6 points of health. Usable once per character. Healed character must forego moving next turn.
Equipment:
ï Anti-revenant antidote x 2
ï Anti-Zombie Armor (+1 defense dice)
=====================================================================
Name: Callandra
Speed: 10î but may double move 12î only
Troop Quality: d8
Morale: Veteran d10

Firepower: 2 (+1 in CC)
Weapons: handgun
Optimal Range: CC

Skills:
ï Aim- Gain +1 FP during a cautious move (1/2 SPD) or +2 firepower when character foregoes all movement. Not effective in CC. Only useful with handguns.
ï Sneaky
o Forgo movement to ignore zombie awareness checks.
o Zombie awareness roll at -1 penalty
o +2 defense dice against all attacks
Equipment:
ï Disenfectant x 1- Successful zombie awareness checks ignore equipped character for one round.
=====================================================================
Name: Jessie
Speed: 8î
Troop Quality: d8
Morale: Veteran d10

Firepower: 2
Weapons: Submachine Gun
ï Layiní down the law- Forego movement to attack multiple enemy units without a reduction in FP die OR target single enemy unit to add +4 to firepower die.
Optimal Range: 8î

Skills:

Equipment:
ï Frag Grenade x 3- Must pass a Moral roll. Place grenade marker within 10î of player character. Next round, all models within 3î take a firepower roll of 4 at TQ of 10.

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 Post subject:
PostPosted: Fri Apr 09, 2010 4:30 pm 
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Joined: Sun Feb 22, 2009 4:14 am
Posts: 1297
Location: Somerset, UK
Interesting....sort of brings an RPG element to the game...I'll be interested to see how this works out - at first glance, it looks like the 'headhunters' are going to be pretty tough...


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 Post subject:
PostPosted: Fri Apr 09, 2010 5:03 pm 
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Joined: Wed Apr 01, 2009 4:27 pm
Posts: 337
Location: SE Kansas
nikharwood wrote:
Interesting....sort of brings an RPG element to the game...I'll be interested to see how this works out - at first glance, it looks like the 'headhunters' are going to be pretty tough...


Well, consider how many firepower dice a normal fireteam gets at optimal range with medium support weapon, the Headhunters throw fewer dice.

Although, the headhunters will have health to deal with the "loss" of a man in as in a fireteam.

We played a single game a few nights ago and it was fun. We haven't tried any of the equipment or skills additions, though.

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 Post subject:
PostPosted: Fri May 28, 2010 2:58 pm 
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Joined: Mon Dec 14, 2009 11:14 am
Posts: 6
I'm liking this idea.

I'm thinking of using this idea for an upcoming Zombie game because I like the individual focus. Most zombie movies seem to play out closer to a RPG than a wargame so that's the direction I want to go.

The other ruleset I was thinking of modifying was "Legends of the Old West" as that one also has a gang/advancement/campaign system.

Keep us posted on how the rules work for you and let me know if you get anything further written up. I'm a lazy man and I'd rather steal your work. :P


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 Post subject: Re: Opinions/Ideas wanted: Ambush Z: Headhunters
PostPosted: Sun Sep 04, 2011 1:26 am 
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Joined: Wed Apr 01, 2009 4:27 pm
Posts: 337
Location: SE Kansas
Update. It looks like the move to the new forums messed with the fonts in my original post. Weird.

Swappable equipment. Must be base to base with another unit and the unit moving must roll a TQ test to trade equipment. The non-active unit doesn't have to swap items.

Here's the link to the Google document with the information above. You can feel free to make comments on the document, but you can't edit it.
https://docs.google.com/document/d/1YxV ... t?hl=en_US

There's nothing new in this document, though.

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Accepting Commission work!

Darkson Designs Head Partisan
Darkson Designs- seeking demo volunteers


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