New Xenkan Rules

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dilanski
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New Xenkan Rules

Post by dilanski » Wed Jun 29, 2011 2:08 pm

These are new rules written for the Xenkan army. Each unit has a special move that relates to the OTC, the idea being that an OTC is just a normal CC weapon, but in the hands of those trained to channel it's awesomeness, it will make the enemy shit blood.
Xenkan Warriors

Move: 5” (-2 armour)
Skill: 1d6
Armour: 4 (+4 armour)

Assault Tactics:
Warriors get an extra CC attack as long as they didn’t perform an action last turn or a response action, and all their other actions this turn were CC attacks.

Unrelenting:
Warriors can re-roll any failed CC hits once, EXCEPT critical failures.

OTC Frenzy:
When wielding an OTC, Warriors can attack twice on separate targets as long as both are within striking range, with Assault tactic they must decide who gets hit by the extra attack because they can’t hit a third target.

Xenkan Honour:
If a warrior is the last of his force alive, he changes to the following base stats

Move: 7” (-2 armour)
Skill: 1d10
Armour: 2d6 (+4 armour)

They can now only perform CC attack actions, and must be within 5” of a fallen comrade at the end of his movement otherwise he can’t move, the exception is if he gains this ability and is not within reach of a fallen comrade, in which case he uses his action to move straight to within 5” of the closest fallen comrade. He can now perform ‘Honour’ Heroic feats. These rules don’t apply until the end of the action that would give him this ability (caught in an explosion).


Xenkan War Angels

Move: 7” (-2 armour)
Skill: 1d8
Armour: 1d10 (+4 armour)

CC Weapon Master:
They may only use CC weapons. They get +1d6 CC skill, damage and armour.

OTC Whirlwind:
When wielding an OTC, War Angels can perform a CC attack on anyone within reach

Unrelenting:
They can re-roll any failed CC hits once, EXCEPT critical failures.

Flight Pack:
Can enter battle by atmospheric insertion, They choose a position to land and roll a scatter (one with 1 direct hit mark) and 1d6, scattering that many inches in the scatter dice’s indicated direction. They can use the flight pack to ascend/ descend reasonable height instantly, they can use their turn to take off, then re-deploy later.

Lord Drekxlar

Move: 7” (-1 armour)
Skill: 1d10
Armour 2d6 (+2 armour)

Jump Pack:
Can enter battle by atmospheric insertion, choose a position to land and roll a scatter (1 direct hit mark) and 1d6 scattering that many inches in the scatters indicated direction. He can use the Jump pack to ascend/ descend reasonable height instantly.

Unrelenting:
He can re-roll any failed CC hits once, EXCEPT critical failures.

OTC Storm:
When wielding his OTC staff he can perform 1d6 (rolled once and applied to all targets) attacks on any target within reach, with no critical failure penalty on the 1d6.

CC Weapon Master:
He may only use CC weapons. but gets +1d6 CC skill, damage and armour.

Feast of Blades:
Once per game, Lord Drekxlar may give all allies the OTC Storm ability (with their respective weapon) this is started at the beginning of his turn and finishes at the end of it.


Dreaddy

Move: 5”
Skill: 1d20
Armour Level: 4d10
Structure Level: 3

-Mk4 OTC
-4*Bast AG’s

OTC Whirlwind:
When wielding his Mk4 OTC, Dreaddy can perform a CC attack on anyone within reach

Unrelenting:
He can re-roll any failed CC hits once, EXCEPT critical failures.
6th Are they too overpowered?
7th Can you bee too overpowered?
8th Suggestions?
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Post by stubby » Wed Jun 29, 2011 3:10 pm

Regardless of whether the extra rules are overpowered, there are too many of them. You need to simplify.

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Post by GeneralOfDeath » Thu Jun 30, 2011 1:04 am

My brain went numb reading the basic trooper stats... What were you smoking?
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Post by Silverdream » Thu Jun 30, 2011 1:12 am

I would remove OTC frenzy. I agree with stubs though, it should be simplified. What you could do is just give them two actions and heavy armour.

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dilanski
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Post by dilanski » Sun Jul 03, 2011 6:29 pm

GeneralOfDeath wrote:My brain went numb reading the basic trooper stats... What were you smoking?
It was sniffing. See signature. I'll lose assault tactics and unrelenting. OTC moves will stay, because it wouldn't help against larger units such as tanks or heroes, and smart troop shuffling could easily counter it.
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