A Brief Note

Just to say that the stats for all the models in the first 4 faction decks are done and I’m busy running them all through the points calculator (which now works rather nicely, thanks).

And, bizarrely, the first starter set I calculated with this final version came out to exactly 100 points. Like I’d planned it.

I’ve got another playtest later so I’ll upload what’s finished before I go for that.

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Getting There Slowly

Points are being somewhat vexatious. I suppose, in a way, that’s a good thing as it’s not often I get to use the word vexatious and it’s always nice to be able to give the more obscure terms an airing now and again. Still…

For the moment, let me just say that I’ve been doing lots of fiddly maths, and the more exact I try to be, and the more carefully I break down the actual odds of this or that happening, the less accurate the answer seems to get. Which is odd. It should be the other way about.

Weirdly, having just binned loads of complex analysis of stats and so on, I’ve found a way that is both simpler to calculate and more accurate (at least, gives me results I have far more faith in). After so much trouble, it seems almost too good to be true. All the examples I’ve worked through seem to be far closer, but after this many iterations I think I’ll sleep on it before I run through all the calculations again and post them up here.

This has been one of the most awkward bits so far. The missions are done, the stats and abilities almost finished too*, it’s really just this.

Fingers crossed it’s cracked this time 😉

line

 

*Still faffing about with wording on weapon teams.

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More Deadzone Goodies

Tomorrow’s task is to collate the many files into a single new iteration of the rules, so things will be a bit tidier after that. At least, in fewer files. The faction card decks will still be in separate files though.

For now, just so I can get them posted up as soon as possible (and you can get to pointing out my errors and playing some games) here’s a couple more bits 🙂

  • Vehicles ignore the Support weapon ability.
  • The Support penalty only applies once, not once per weapon with it on the model.
  • New ability: Weight of Fire: +1 Blaze Away.
  • New ability: Firestorm: +2 Blaze Away

I was hoping to get the points values up today, but I’ve dismantled the calculator again as it was giving some squiffy costs that didn’t make balanced forces out of what I knew to be close on the tabletop. I think I know what was wrong with it, but will sleep on it and check again with fresh eyes in the morning.

Lots to post tomorrow!

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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.
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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.

 

 

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