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Post by Axlotl on Nov 17, 2019 11:41:16 GMT -5
These 8 traps are the full spread planned for the set right now, although, as always, that is subject to change. Few revisions to trap rules. Staging round placement for consistency with barriers. Some rules are integrated with text and no longer considered standard rules - traps are not inherently AoE any more (roll 1 at a time for characters entering as a group, in the order the moving player chooses). Traps with specific targets are handled in the text. Traps are triggered by vehicles and characters. Trap rules: Traps are ONLY Events - this way all Traps remain concealed from the opponent. A character can declare they are setting a Trap during the Staging round to place a card from their hand face down at their location. This card does not need to be a Trap - you can bluff with any card. If a bluffed Trap is revealed it is discarded with no effect. Actual Traps specify what happens on reveal. Trap Tests are rolls a character or vehicle makes when they enter a location with a Trap. The roll is a D6 versus Trap Defense. Trap Defense is Speed +1 if Scout -1 if Unlucky. Regular Defense modifiers do not apply, but Defense vs. Traps modifiers do apply. A roll equal to or less than Trap Defense is a success and the Trap is not revealed, otherwise the Trap is revealed (triggered) and its effect is applied, then it is usually discarded. You and any allied players do not set off your own Traps.
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Post by Axlotl on Dec 8, 2019 16:45:06 GMT -5
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Post by whiteumbrella on Dec 9, 2019 9:19:57 GMT -5
Love Tim's effect, both as a preventative measure and as a red herring. Move him to your Police Station (or have someone kill him), and the other side is going to high-tail it over to the Galleria to intercept John..
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Post by Axlotl on Jan 17, 2020 14:53:30 GMT -5
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Post by Axlotl on Jan 26, 2020 1:55:31 GMT -5
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Post by Axlotl on Feb 2, 2020 3:08:06 GMT -5
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Post by Axlotl on Feb 8, 2020 16:17:26 GMT -5
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Post by Axlotl on Feb 9, 2020 17:05:00 GMT -5
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Post by sherm on Feb 13, 2020 0:10:21 GMT -5
I promised myself that I would finish off my old aliens predator dreamcards before starting any new projects, but damn man, these are looking great.
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Post by Axlotl on Feb 15, 2020 21:09:07 GMT -5
Few more non-Events. I did a pass back through what I had and realized I wanted a few more conditions, so I revived a cut card and made a new one. Also found a Mission I missed, and what an obvious one it was too, dunno how I forgot about it. Also, I had cut John's computer from the set, but remembered it was relevant for Pescadero - so its back in. Joint Service Ops is the inverse of Espirit De Corps from premiere, to give mixed regiment decks a boost, which was needed, and in turn I needed another condition for SkyNet. I took a cut global Condition and made it into another SkyNet one. 19 Events, then the set should be done. I'll look through it again when I get there and decide if the card ratios look acceptable - my sets tend to be light on events and I'll need to look that balance over when I got eyes on the whole set.
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Post by Axlotl on Feb 16, 2020 2:40:19 GMT -5
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Post by Axlotl on Feb 16, 2020 18:28:40 GMT -5
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Post by whiteumbrella on Feb 18, 2020 7:21:31 GMT -5
Nice new additions to close out the set. A couple of questions, though. The wording on the machine gun is a little vague: the To-Hit penalty seems to be one time only, but can the additional attacks target the same character more than once? And on Disembowel, can it intentionally target Human Main Characters? If so, seems like a pretty solid way to just kill off the opposing team.
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Post by Axlotl on Feb 18, 2020 11:09:03 GMT -5
Yes. Disembowel is intended to kill main characters. Close Combat is generally worthless in terminator, so I wanted to push that a bit with this set. It is also intended as a potential counter for Tank Reese builds. The balance, as I see it, is that CP is harder to come by for a Terminator in past scenarios, and that the Disembowel needs to be played when the attack is declared, so has to be used before ranged damage is applied, meaning it might be wasted if the T takes damage.
Regarding Minigun, the intent is 1 attack at normal, or any amount on different characters with each attack, including the first, being -2 to hit. Good catch that the current wording is unclear on different. it will be changed. I reworded this card about 5 times trying to get a good concise wording for the text box.
I appreciate the feedback.
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Post by whiteumbrella on Feb 18, 2020 20:04:14 GMT -5
Figured that was the intent on the minigun, since that's how previous versions that you've posted have worked. Tank Reese was actually the first thought when I read Disembowel, but if you don't do something about the other Mains, or non-Civilian Supports, that Terminator is gonna get swarmed as quickly as possible when you play it..but if you're building for Disembowel, I'd suggest Retractable Claws and Toxin Coated Spikes. The current wording would let you play Disembowel on the Spikes free attack. It's still declared during Close Combat Declaration, but since free attacks are resolved immediately...
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