Charnel Posted September 26, 2014 Report Share Posted September 26, 2014 Unbearable Teddies. “IT WASN’T MY FAULT” Candy shouts at Pandora, the short Woe tiptoeing to perform a meager attempt at looking bigger and adult. Compared to any real adult of course, Candy doesn’t impress anyone. The redhead leans forwards to loom over the shorter Neverborn, scowling. Candy winces, her tantrum dying down to mere uppity behaviour and pouting. “... How was I supposed to know the sweets Zoraida gave me would make Kade’s Teddy so… Strong and angry?” Pandora raises her hand, making the shorter girl cower, afraid she’d get hit by her mistress. When no blow smacks her over the head, Candy opens her eyes, staring at the waggling finger in front of her face. “You’ve been a very naughty girl!” Pandora’s cheerful tone makes Candy slowly smile, and shortly thereafter, she giggles wickedly. “I know~!” The slender woman makes a dismissive gesture before she heads towards the sewer. “Let’s see where this goes, hm?” Candy nods eagerly, picking up her goody basket and skips after Pandora into the darkness. Setup. Should be played on a 3'x3' board. Corner deployment zones. Teddy starts in the center of the board. Maximum Soulstones used for choosing crews: 35. Randomly determine deployment zones, and who deploys first. After flipping for who will deploy first, the player who won the flip (or was told to deploy first) chooses his deployment zone and places the first Honey Marker. The players then take turns to place them, until five markers have been placed. The first three Honey Markers must be placed anywhere on the board at least 7” from the player’s deployment zone and at least 7” from another Honey Marker. The final two markers must be placed anywhere within the attacker’s and the defender's corner of the board, one in each, at least 7” from another Honey Marker, not in terrain, one in each attacker’s corner. Stratagem: None. Special. Models in base contact with a Honey Marker may take a (1) Interact Action to remove it. When the Honey Marker is removed from play, the player flips a card: : Teddy is pushed 7 inches towards the model that discarded the Honey Marker, ignoring terrain. It then performs 2 (1) Hug Attack Actions if within range that may not declare Triggers. : Teddy moves its Wk towards the model that discarded the Marker. Teddy must end its move as close to the model as possible. : After the current activation Teddy immediately activates as a chain activation by the crew that discarded the Marker. : If Teddy is within 2", it performs a (1) Hug that cannot declare Triggers. The Teddy also has the following Abilities for the Scenario. Enraged: This model has Hard To Kill and can not be Buried or gain the Paralyzed Condition. Honeyed Words: Whenever a Honey Marker is discarded, Teddy heals 2 wounds. Willy-Nilly: At the start of the turn, after initiative is flipped but before any model activate, Teddy activates. If within Teddy's engagement range, it makes 2 (1) hug Attack Actions against the closest target. If more than one target is within range, randomly flip. If outside Teddy's engagement range but within 9", Teddy charges the closest target. If more than one target is within range, randomly flip. Teddy may declare a Charge Action when engaged. If no target is within 9" and LOS, Teddy takes two (1) Walk actions towards the center of the table. The first player makes the flips for Teddy, but may not Cheat Fate. The opposing player makes all flips, which may not be cheated, and any effects that forces Teddy to discard cards or soul stones is ignored. Victory Conditions: Each player receives 1 Vp for each Honey Marker they remove from after turn 1. The crew that kills the Teddy receive as much VP as what turn it is. So on turn 1 it'd be 1 Vp, turn 2 would be 2 Vp etc. At the end of every turn if Teddy is within a player's deployment zone that player scores 1 Vp. Teddy may not be killed by other means than being reduced to 0 wounds. Credits Idea: Charnel. Contributors: Aaron Darland, PraetoorDragoon, Makrar, Requirement, The Godlyness. 3 Quote Link to comment Share on other sites More sharing options...
Requirement Posted September 26, 2014 Report Share Posted September 26, 2014 I still believe that Teddy is the winner every game Quote Link to comment Share on other sites More sharing options...
Bengt Posted September 26, 2014 Report Share Posted September 26, 2014 Why write that Teddy pushes on when he doesn't follow the push rules? Just write move instead. During Teddy's activation it says both that he attacks/charges the closest model and that you should random between all models in range, which is it? I think it would be more fun to have the opponent of the targeted model flip for Teddy instead of it always being player one. Quote Link to comment Share on other sites More sharing options...
Charnel Posted September 26, 2014 Author Report Share Posted September 26, 2014 Bengt, the player who wins the initiative flip that round controls the Teddy. I'll fix the other bits. Quote Link to comment Share on other sites More sharing options...
LordZombie Posted September 30, 2014 Report Share Posted September 30, 2014 Looks like it could be fun. Thing is, it seems really easy to "game" Teddy. You could just put the honey markers outside its range and have at it. Teddy should also have some sort of range defensive or a shooty crew can score 4 vp easily. Why not force the placement of the honey markers within 8" of Teddy? That way, the effects will effect the model discarding the honey marker and add a little more excitement to the encounter. At the moment, Teddy just seems like a piece of terrain. You could also remove the part about him returning to the nest and have him always "hunt" down the closest model that discard a honey marker, give them a condition that last until the end of the game. At 35 ss, dealing with a Teddy stalking you and your opponent will keep everyone on their toes. Quote Link to comment Share on other sites More sharing options...
Kadeton Posted September 30, 2014 Report Share Posted September 30, 2014 I think it will be far too easy to just kill the Teddy in this scenario. Most 35ss crews should be able to manage it in a turn, and plenty of models could do it in a single activation. That would kind of suck the fun out of a Teddy encounter. I'd suggest that when Teddy is killed, he gets "knocked over" instead, and the player who knocked him down scores 1 VP (only claimable once per turn). Then, when any model discards a Honey marker, Teddy gets mad and stands back up with 6 Wd or so, then immediately activates. (Alternatively, when Teddy is killed, bury him instead and heal 6 Wd. If a model discards a Honey marker while Teddy is buried, unbury him in base contact with the marker before it's removed.) 1 Quote Link to comment Share on other sites More sharing options...
LordZombie Posted September 30, 2014 Report Share Posted September 30, 2014 That is a good one. You could get really nasty and have the markers out and everything and when one is discard have a flip for a Teddy to show up! Even better, since there are 24 different Teddies out now, each time a honey marker is discarded, have one appear! Quote Link to comment Share on other sites More sharing options...
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