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Hey all, so I've been wondering what sorts of things we'll be seeing in the future and after seeing the requirements on the Game Designer opening I decided to try and homebrew a character and see how it went. Turns out, it's super fun to do! So I thought I'd share it here, and see if anyone else has any ideas for what each of the Allegiances could get in the future too So, my little homebrew experiment is the following: ----- Dorothy Wells COBM, +25 Scrip, Unique Sp 7 / Df 5 / Wp 7 / Ar 8 Fireteam (50mm), Commander, Champion Ability Spreading Madness: The Burning Man Watches From Above also triggers when a Joker is placed in the discard pile. Actions Shifting Limbs (7 v Df | 2"): Strength 3, Piercing. If this Action kills one or more models, the target flips from Glory. Frighten: Target gains a Shaken Token (Morale) Intimidating Pose (6 v 12): Enemy units with one or more Fireteams within 2 of this Fireteam gain a Shaken Token. This Action may only be taken once per Activation. "Your Doom Has Come!": Take another Action against one of the affected units. Polite Applause: Friendly units with one or more Fireteams within 2 of this Fireteam gain a Shaken Token. Glory +1 to Sp, Df. + to Shifting Limbs, + to Intimidating Pose. Ability Hesitation: If this unit would take damage from an enemy unit which has one or more Shaken Tokens, you may reduce the number of Shaken Tokens on the enemy unit who reduce the damage this unit would take by the same amount, to a minimum of 0. Action (Magic) Murderous Rush (8 v Wp | 12"): Place this Fireteam into base contact with target Fireteam's unit. It then gains a Shaken Token. This Action may target a friendly Fireteam as if this Action had a TN of 12. If this unit does so, a model on the targeted friendly Fireteam is killed. From Out of Nowhere: Take a Action against the target, if it is in range. Upgrade: Fragile Minds 2 scrip, Disable 2 Abilities Shatter Their Minds: When an enemy Fireteam in LoS of this unit gains a Shaken Token from this unit or from its Company triggering The Burning Man Watches From Above, it also suffers an uncheatable Strength 2 Hit. "He's Near, I Can Feel It!": When this Company triggers The Burning Man Watches From Above, if targeting a friendly unit it may instead gain an Inspired Token. ----- Pretty much the core thought process behind this character was having a super-badass female Warped who is all about intimidation and fear rather than going Titan hunting or that sort of thing. I was also trying to think of new ways to use Shaken Tokens as well, since it seems to be the core mechanic behind COBM which doesn't have a Commander for it so far (Adeodatos for portals and Fenton for self deck milling). The name Dorothy is my grandma's and it seemed semi-appropriate since she was kind of a lone-wolf badass (ex: she actively learned how to use Linux when she was in her 80's for the heck of it). Spreading Madness is not my own original idea, that was one of the variations to The Burning Man Watches From Above we saw during the Kickstarter. I figured having it specifically for a Commander would be a pretty decent base ability, though. I noticed that with the exception of Horomatangi, all Commanders have 3 Abilities/Actions on their base card and up to 5 on the Glory card, so I tried to stick to that here as well. Shifting Limbs is basically the same as The Warped's Twisted Claws, but I decided that dropping the Strength by 1 and having the Piercing built in, plus de-Glorying units that have a killed model would better show her campaign of fear rather than her skill at blowing up heavily armored things. I'm most happy with Intimidating Pose (although I changed that name about half a dozen times for various threatening aura sounding things), especially the trigger names because they feel rather in keeping with Wyrd's dark humour I didn't want to make it effortless for Dorothy to have all COBM units insta-Glory when she activates, so having it be once-per-Activation and have the friendly units only get the Shaken Token on the Polite Applause trigger should work for that. On the Glory side, I noticed that most of the time models get a max of 7 changes but usually average more like 5, so I capped myself at 6. Hesitation is the most recent change I made to her. Originally I had Shatter Their Minds as her Glory Ability but I figured it would be better balanced on the upgrade instead. I'm still uncertain about Hesitation since she can put out mass Shaken Tokens, but in theory with her low Df and Ar it should even out. Murderous Rush is just a modified version of The Warped's Echoes of Existence, upgraded a bit to show her Commander status. Having it allow her to target a friendly at the cost of killing a friendly model seemed fair, and makes it so it isn't always just a get-out-of-jail-free ability. For her upgrade, I wanted to have the options for flexibility in options for The Burning Man Watches From Above, since early in the game I find I always put the Shaken Tokens on my guys for Glory and later in the game I always put them on enemy models (or Cinnamon). But giving the option to instead give an Inspired Token to a friendly, balanced with the chance to do uncheatable damage to an enemy model, gives you more choices. So, what do you all think? Is there anything you'd like to see on future models in the Allegiances?
Just got an idea I thought I'd share with y'all... There's been some mentioning of getting a little unwieldy because of the high model count, possibly raising the bar somewhat for new players joining. Some have mentioned the possibility of splitting factions up in the next edition to counteract this (still many models, but fewer in each faction). There's been some chatter about some mercs being problematic as mercs, but not in their own faction. How about reorganizing how mercs and factions are used? First, split up some of the factions to get more, smaller factions (ie Arcanist split into Mages and M&SU). Second, give the Merc traits to ambiguous units that could go either way. Create a system of alliances (Mages allied to M&SU), and allow mercs to be taken only from outcasts or an allied faction. Outcasts have no allies, but can hire mercs from any faction. This should lower the amount of potentially game-breaking combos in the game, but still allow most crews to stay somewhat intact. It would add a sense of distinction to outcast, which I think could be good. (Not saying this is needed or going to happen, just throwing out a possibility. I think this could help reconcile Wyrd's need to constantly release new models with the game eventually suffering from too much bloat.)