Deadzone – More Marauders

I think I’ve got the points system finally sorted so you’ll see the cards with that tomorrow when I get a chance to run everything through the calculator. For now, here’s the whole of the Marauder stat lists.

Marauder Faction deck v2

You’ll also want the updated abilities list.

  • Strategist – WIP
  • Tactician – WIP
  • Agile – each turn this model may make either a Climb or a Sprint action as a short action.
  • Fast – a Sprint action counts as a short action for this model.
  • marksman +1 shoot
  • Sniper +2 shoot
  • Support – this is a large and cumbersome weapon and the rule applies if the model is carrying one of these. The model gets -1 dice in Fights (whether it uses Fight or Survival).
  • Slow – Shoot and Throw Grenade are long actions for this weapon
  • Melee – this weapon may only used in Fights
  • Single shot – no BA
  • Rapid Fire – No Shoot
  • Blast – roll as Blaze Away, resolve as per frag grenade ignoring damage (keeping blast only and any damage resulting from that – falls, etc)
  • One-use – may only be used once.
  • BOOM! – explodes when they die. May choose to explode at any point during a friendly turn. Explodes like an accurate frag grenade.
  • Teleport – long action. Move 2 cubes in any direction regardless of clear route. Cannot overwatch against this. If ends in cube with enemy model in will fight as if moved there normally.
  • Spotter – If this model can see a target cube then any Blaze Away attempts at it are at +1. Not cumulative for more than one Spotter. Does not count as an action for the Spotter.
  • Fragile – is not injured. Any damage that gets past the armour will kill them.
  • Flying – the model hovers in the air and never settles. Ignore the model’s “flying stand” or base for purposes of LOS to it.
  • Gun Crazy – Shoot and BA are long actions. After resolving either action, roll a single dice. On a 5+ you must immediately shoot/BA with one of your other weapons. Roll a single dice again after resolving this action. A further 5+ means you must use the third weapon system to shoot/BA. After resolving this, roll a single dice again. On a 5+ the model Blazes Away one last time using the rotary cannon. However, the target cube for this final shot is chosen by the opposing player.
  • Solid – the model is not affected by blast effects such as pinning and being thrown into other cubes.
  • Limited Range – this weapon may not fire beyond combat range.
  • It Burns! – sets targets on fire. Roll vs BA as normal, then roll survival again against the flames. Draw or Survival wins = no effect. Survival doubles = target moves 1 cube, remaining in current Aggression state. Flames win = difference in successes +1 is potential damage. Flames double = difference in successes +1 is potential damage plus the target remains on fire. Models that are on fire cannot do anything except try to put out the flames (long action). Roll a test when the model is activated. For this test the flames are 4+. The test is a 3 dice 4+ vs Survival test. If the flames win then the difference in successes is potential damage resolved at AP2. If it is a Draw or the Survival wins then the flames are extinguished. The only modifiers are +1 per friendly model in the same cube that uses their activation to help. If a model is attacked whilst they are on fire they roll -2 dice to defend themselves.
  • Volatile – if this model’s armour saves it from injury then roll a single dice – the armour may have protected the wearer, but is the volatile fuel cell intact? On the roll of a 1-7 then the fuel is safe. On the roll of an 8 the fuel tank ruptures, setting the model on fire. Any flame weapon carried by the model is destroyed.
  • Frag  – resolve the weapon effect as a frag grenade. This weapon may have a different range listed from a thrown frag grenade.
  • Massive Frag –  resolve the weapon effect as a frag grenade with +3 dice. This weapon may have a different range listed from a thrown frag grenade.
  • Knockback – in addition to other weapon effects, the target may knocked back. Resolve the attack as normal. Then, if the target did not double the attacker they are moved one cube directly away from the firer. To find this, continue the LOS through the model and into the first new cube beyond the one it is standing in. If this causes the model to fall then resolve that as listed on page XX. After it has been moved the target model loses 1 Aggression.
  • Tough -The model ignores one point of potential damage per successful attack.
  • Vehicle – see full rules.
  • Indirect – this has a number of effects.
    • The weapon can Shoot at targets it cannot see.
    • The weapon cannot target anything that is under half its base range. For example, a Range 6 Indirect weapon cannot target anything at a distance of 1-3 cubes.
    • Treat the attack as a Thrown Grenade. However, you must roll to hit your target twice in combat range and three times beyond that. if any of these attempts fails then the round scatters once for that miss and then once more for each attempt you have not yet made. For example, a shot at long range needs to be accurate three times. If the first is successful, but the second fails then the round will scatter twice before it lands and explodes.

And a rough of the vehicle rules.

DZ Vehicles v1

Enjoy 🙂

Posted in Deadzone | 29 Comments

A Few Deadzone Rules Snippets

As promised, the abilities for the Rebels and a couple of new rules.

The abilities are just shorthand descriptions at present. One of the many things left to do is write them out fully. I’ve included a few other ones as well. Ask if things aren’t clear.

Abilities

  • Agile – each turn this model may make either a Climb or a Sprint action as a short action.
  • Fast – a Sprint action counts as a short action for this model.
  • marksman +1 shoot
  • Sniper +2 shoot
  • Support – this is a large and cumbersome weapon and the rule applies if the model is carrying one of these. The model gets -1 dice in Fights (whether it uses Fight or Survival).
  • Slow – shoot is long action for this weapon
  • Melee – the weapon is only used in Fights
  • Single shot – no BA
  • Rapid Fire – No Shoot
  • Blast – roll as Blaze Away, resolve as per frag grenade ignoring damage (keeping blast only and any damage resulting from that – falls, etc)
  • One-use – may only be used once.
  • BOOM! – explodes when they die. May choose to explode at any point during a friendly turn. Explodes like an accurate frag grenade.
  • Teleport – long action. Move 2 cubes in any direction regardless of clear route. Cannot overwatch against this. If ends in cube with enemy model in will fight as if moved there normally.
  • Spotter – If this model can see a target cube then any Blaze Away attempts at it are at +1. Not cumulative for more than one Spotter. Does not count as an action for the Spotter.
  • Fragile – is not injured. Any damage that gets past the armour will kill them.
  • Flying – the model hovers in the air and never settles. Ignore the model’s “flying stand” or base for purposes of LOS to it.
  • Gun Crazy – Shoot and BA are long actions. After resolving either action, roll a single dice. On a 5+ you must immediately shoot/BA with one of your other weapons. Roll a single dice again after resolving this action. A further 5+ means you must use the third weapon system to shoot/BA. After resolving this, roll a single dice again. On a 5+ the model Blazes Away one last time using the rotary cannon. However, the target cube for this final shot is chosen by the opposing player.
  • Solid – the model is not affected by blast effects such as pinning and being thrown into other cubes.

New Rules

There are two new actions.

  • Sprint – long action – move 2 cubes. Cannot include any changes in level.
  • Climb – long action – move 2 cubes. Both must include an increase or both include a decrease in level.

Aim can now be used for Blaze Away and works exactly the same way. In effect this is not really aiming as much as just spending longer shooting. However, the result is the same: +1 dice.

Enjoy 😉

Posted in Deadzone | 15 Comments

Cards For Naughty Rebels

DZ rebelsHere’s the first wave of rebel cards. This is enough to get the starter set on the table together with a sample battle deck.

There are a couple of new rules to post which I will add as a separate post in an hour or two. This will include the abilities listed here.

The Rebels have quite a variety of “normal” troopers to pick from, each of which is subtly different in battlefield use. This will become more obvious with the points in place. These aren’t as dramatic as the Grogan heavies or the fearsome Teraton brawlers, though having said that even lowly humans can have a good day, as Ronnie showed in this battle against Stew. The Rebel human nearest the camera accounted for at least two of the Marauders facing them – more than the Taraton.

Rebels Faction deck v1

Posted in Deadzone | 17 Comments

There Will Be Prizes

GoB_LOGO on white webIt being the first saturday of the month, it was God of Battles day at Foundry today. We’ve done a few of these now and I thought it might be nice to change things up a bit. So,  after talking to Marcus at Foundry, I’ve decided to run a little tournament next time for anyone who wants to bring an army along and play. This will be the 7th of September. Foundry will be providing some prizes for the competitive among you, and if the normal sessions are anything to go by, everyone will have a fun time.

As it’s our first go at this I don’t expect this will be very large in terms of numbers of generals, so I think we should keep it down to a 24 point army, including both Main Force and Command & Support. Models don’t have to be Foundry’s (though it would be nice) nor do they absolutely have to be painted (though that would be nice too). The one restriction is no Behemoths in T’lekkan armies. I’m thinking of making these 25 points anyway and this would reflect that change. I’ll explain why later, but for now just don’t take one. Everything else is as listed in the book.

As mentioned, there will be prizes. Exactly what they’re for hasn’t yet been decided, but winning battles is rather likely to crop up among them 😉

It will be free to come and play (or watch). You just bring your army and any miracle cards, dice, tape measures, lucky sheep, etc you need. Tables, scenery, tea and biscuits will all be provided.

Any questions, just ask.

 

Posted in God of Battles | 1 Comment

DreadBall Ultimate Pitch

I know many of you will have seen this , but just in case you missed it this is the multi-team Ultimate DreadBall arena in all its neon glory.

Ultimate ArenaThis version takes up to 6 teams at once and is, as you might expect, somewhat anarchic. Loads of fun though 😉

Posted in DreadBall - The Futuristic Sports Game | 14 Comments

Deadzone Marauder Cards v1

This is an initial pass of the core Marauder battle and stat cards to get you started. It’s not got the Rippers in yet as they didn’t do what I wanted yesterday and need a bit more fiddling with. However, you might as well make a start with the others.

Note that the Commander is intended to hide at the back and think clever things rather than get stuck in.

Given the short time available for testing all these decks, updates will be frequent, but don’t let that stop you having a go. The time to get your game on is now!

Marauder Faction deck v1

 

Abilities mentioned here are:

  • Sniper +2 shoot
  • Slow – shoot is long action for this weapon not short
  • Single shot – no BA
  • BOOM! – explodes when they die. May choose to explode at any point during a friendly turn. Explodes like an accurate frag grenade.
Posted in Deadzone | 25 Comments

Marauders Get A Kicking

I’ve not written up the cards in a form I can post yet, so that will have to wait for tomorrow. However, I can show you some pics of the Marauders and Rebels in a scrap this afternoon, mostly with the right models too – well, some of them  at least 🙂

Ronnie took the Rebs and Stew the Marauders. Here are some highlights.

DZ game startThe opening scene with the Rebels on the left. The forces are within a model of the starter boxes IIRC.

DZ game - sniperRonnie has snuck his commander (who happens to have a sniper rifle) onto the top of the tower and into a commanding position that mirrors his Grogan with the heavy weapon on the right. This turns the battlefield into something of a shooting gallery.

DZ game - LOSA few moves later, Ronnie is lining up a shot that Stew doesn’t seem to find very worrying. You can see Ronnie’s dead commander just to the right of the board. She didn’t get to do much sniping after all.

DZ game - blasterAnother Rebel amusement is the Sorak with the blaster. These non-lethal weapons are designed to force people out of positions. On either side of the building on the left (with the yellow stripe) you can see a pinned Mawbeast. Both were hiding behind the building before the Sorak had his shot. The Teraton looms menacingly nearby, perhaps debating which one to stomp first. Mind you, they do explode…

DZ game - no OrcsAfter an even start to the game the combination of interesting dice rolls and Ronnie’s tactical genius¹ meant that the Marauders began to run very low on models. Here you can see Rebel Teraton charging at the remnants of the Marauder force: two Goblin snipers and their Commander. This was where the game ended with a convincing victory for the Rebs.

So that’s a taster of what we’re up to. More tomorrow 😉

line1: he made me say that.

 

 

Posted in Deadzone | 15 Comments

Still Here

Apologies for the quiet. Yes, I’m still here, still beavering away at all manner of gaming lovelies.

Of particular pressing note is the Deadzone Beta which is coming to an end. We’ve got about 10 days left of testing to get everything tweaked as it needs to be before it gets nailed down. I’ve been working on the full card decks for the first 4 factions and they will get posted up first. So, if you’re interested in getting in on the action and seeing how it will all work then stay tuned. I’ve got a game at mantic tomorrow so will post some bits in the evening after I’ve incorporated any amendments and suggestions from that session. A v2 of the Beta rules will follow, but for the time being use the existing Beta set. It’s largely fine with only a few niggles here and there to fix. Mostly it’s an issue of expanding the explanations and adding more diagrams, I think. It’s mainly the cards you need.

Of course, if you have other comments I’d be happy to hear them

 

Posted in Deadzone | 14 Comments

FInishing Off DB3

Just putting the last bits into the manuscript for DreadBall Season 3 today, and off to be laid out next week. On top of all the new gubbins I’ve been looking at some of the issues in the DreadBall world at the moment and finding elegant and simple ways to address those where possible. In effect, I’m taking the role of the “real” DreadBall Governing Body and tweaking the game rules to ensure that the game is as fun and exciting a spectacle as it can be. This is the same sort of thing that sports governing bodies do on a regular basis and I see no reason why it wouldn’t apply in the Corporation as much as on Earth.

The two main areas of concern this time were the whole issue around launching the ball and the example of unpleasant gamesmanship called prone cages. Both have been addressed in different ways to mitigate or avoid the issues and move the game back to where it should be.

Of course, many Coaches haven’t bumped into either of these problems in their own games, but I’d rather they never did. As ever, it is the top players and the tournament circuit which digs deepest into the detail of the rules and bends things furthest soonest. Im sure they’ll find something else to exploit, and I would expect nothing less. It’s the way to find that competitive edge. For my part, I’ll continue to fix what I deem to be undesirable in terms of tactics and rules that reduce the game’s level of tactical thought and fun. This means that you can just get on and play the game. I’ve got your back 😉

 

Posted in DreadBall - The Futuristic Sports Game | 74 Comments

Apologies

Been a bit absent of late, due mainly to looming deadlines. I have, however, been reading all the comments on the DB teams and have made some tweaks accordingly. The feedback has been very useful and I need to thank all of you who’ve taken the time to read and respond with your thoughts (whether I agreed with them or not). This is especially true of those of you who’ve found the time for a game with the new teams.

I’ve also been working with various clients to reorganise my schedule. This means some short deadlines in the short term, but a better spread overall and hopefully better visibility for what’s on the horizon in the medium-long term. All of which is intended to allow me to do more public testing for longer. It’s not going to happen overnight, but it does look like it should happen.

With that in mind, you can treat this as a heads up, or a warning order (if you’re feeling particularly military) for some Deadzone stuff in the next week-ish. There will only be a very short window to test it out, so if you want to join in now’s the time to get the stuff ready that you’ll need.

All of which reminds me that I still haven’t finished the post I started about playtesting and the various stages thereof. Ah, well… another time.

 

 

Posted in Deadzone, DreadBall - The Futuristic Sports Game | 12 Comments