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Campaign Rules: Corner Cases & Curiosity


i_was_like_you

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Upgrades

Upgrades represent new spells, talents, or equipment gained throughout the course of the campaign. They are purchased during the Requisitions phase (described above). Upgrades describe what they do on the card. Once an Upgrade is purchased, it is placed on a model, make a note of which model has which Upgrade on your Crew Sheet. Insignificant models may not receive Upgrades, and no model may receive more than one Upgrade of the same name. Minions may equip any number of Upgrades. Masters and Henchmen may receive a maximum of two upgrades, they already carry enough! A player may move Equipment Upgrades from one model to another in between games, but may not do so during a game. Permanent Upgrades remain on the model for which they were selected for the remainder of the campaign. If a model is Permanently Killed or otherwise leaves a Crew during the Determine Injuries phase, its Upgrades are lost as well.

The Hungering Darkness is a Totem, which are normally, Insignificant; however, he is not. Can he receive upgrades?

If so, does he suffer from the limit of two upgrades, like a Master or Henchman? Or does he count as a Minion, able to gain any number of upgrades?

[So far, we've played that he can get upgrades, and, let me tell you, HD with From the Shadows (due to 10T's Infiltrate) and Spirit is kinda potent.​]

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The Hag’s Kiss (Equipment BR 5 Cost 3): Poison 2: This model’s weapons gain Poison 2.

All weapons?! Or just Melee weapons?

[I'd hate to see a sniper or a pigapult gain poison 2 on ranged weapons.]

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Can Henchmen lead crews in Campaigns?

If so, does their usual cap of their Henchman pool affect their total stones for the entire campaign, or can they use the Increase Soulstone Pool rule to go up the the 8ss total as well?

Increase their Soulstone Pool. Players may spend two

Guild Scrip earned during the game to increase their

Soulstone Pool by one. This may be done until the player

has no more Guild Scrip to spend, or they have reached

the maximum Soulstone Pool allowed for Scraps (8).

[We're seeing a definite disadvantage to VonSchill only having his 4ss every game.]

Edited by i_was_like_you
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Infiltrate and Dynamite on Huggy would be bonkers, as would a lot of other upgrades. His rule says he counts as Master for Talents and Spells, but I don't think that would affect upgrades. Still, limiting him to 2 upgrades would probably be the sporting thing to do.

I'm using Misaki, though, so Dynamite is going on a Kamikaze Torakage.

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Dynamite would be insane. Heck, it blows up at a :pulse 3 for 5 dmg, which, if the timing can be properly worked, might just allow him to blow up a brilliant model, only to replace himself from its sparkling remains.

I was just thinking of adding Experimental Jet Pack to give him Leap, upping his threat range substantially.

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I think the Experimental Jetpack is likely one of the best ideas for him. After that I would consider the Metal Plate. Armor on a Spirit is just mean and he would just soak up so much damage outside of Taelor that he would become a tarpit.

The Kamizake Torakage is amusing but I think a Dynamite filled Fire Gamin might be funnier. If someone hits it in melee with in 2" they suffer 1 from the Burning Blood, 2 from Blazen Glory, and then 5 for Dynamite. And they also have a burning token on top of it. The other funny Dynamite Canidate is the Watcher. With Slow to Die and the ability to ignore Disengaging Strikes allow him to move where he wants with in 7" on his slow to die action and put the explosion right where he wants it.

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Well consider this for Specialist, he does not need it. Instead give him Range Expert and Moonshine and he should be pretty well off. I mean I can understand wanting extra movement but with these and maybe Backup for Paired and he is pretty formiable. He can walk twice and shoot, or walk twice and shoot twice for one wound, or walk once and fire up to three times. With Pair it becomes reliable and as always people are afraid to kill him with a melee weapon.

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Update: Kamikaze Torakage is incredibly fun! Caveat... If someone can charge your Torakage before he has had the chance to move away from your crew, he is not so fun.

Tonight, I played a game in which Torakage was charged by the enemy in the middle of my crew. Torakage proceeded to do 5 damage to that model and 1 more for his Black Blood injury. It did NOT kill the enemy model. It did, however, take out 3 of my models and 5 damage to my other 2. Luckily, none of them flipped 10's. But, it turned from a 6-2 model advantage to a 2-3 model disadvantage when Bette Noir replaced one of the casualties. All this happened on turn 5 after my opponent debated whether to even play the turn or do a Strategic Withdrawal. Needless to say, I lost.

Moral of the story: The game is never over until it is absolutely over... And don't light a fuse in the middle of your crew.

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It adds an extra element of fun to it. Customizing characters in tabletop, in preparation for Through the Breach.

My group was going to just play three games in this current campaign, but with some of these upgrade options, they definitely have a long campaign vibe to them. So, we're aiming for five games in this campaign, maybe more. Then we'll take the lessons we've learned from it and start a new one with different crews.

---------- Post added at 03:14 AM ---------- Previous post was at 03:02 AM ----------

Some upgrades have abilities that I don't think I've seen on any models so far. Are they a sign of things to come?

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