some of my thoughts. please comment

labrat

Mongoose
Disclaimer: Hey I love these rules. Still haven’t had a chance to play them but hopefully I will in the next week or two. I have written some ideas/suggestions I have had for changes down. I am not a game designer and I wrote these ideas down to try and start a debate on how to make the game even better. I mean no insult to the talented rules writers.

• Cybernetics rules expanded/ buffed up(might want to make my own version of mean machine)
• Can a lawgiver act by itself? That might be cool.
• Rooky Judge must get a boost in stats and cost or cadet judge must get a reduction in stats and cost, they are essentially the same thing in the rules.
• Lone vigilantly should be able to buy hero levels 25pts each, that way even at 500 points I can still play with 1 figure(a boosted cybernetic list could also help here)
• Maybe have the juve jimp suit as equipment not a mercenary (imagine a whole game of fake judges)
• Med judge, isn’t it 25pts too cheap(the med pack) + cant you give it the Lifesaver rule(don’t really understand the rule but it sounds cool)ie make them a bit different
• Maybe have a mercenary cyber surgeon…IE a mercenary medic
• I would love to see hacking rules like they have in Rezalution the mini game.
• The tec- judge needs a rule, maybe a “hacker” ability or a vehicle medic rule and the equivalent points boost for that. IE also make it different
• Would love to see rules for high speed pursuits IE like the opening seen in the new Dredd movie…I think Gorkamorka had rules like this
• More vehicles and rules would be great.
• I don’t know if the Wally special rule works. I love the idea but will your opponent play it in the spirit that it was written in. I remember in Rezalution there was a rule similar (for the ranger I think) if I remember it worked better
• What is the flyer type?
• What about a corrupt judge as a mercenary. Like the new movie. Maybe they can have a rule that they can “sneak up” on other judges.
• Maybe a hacker for hire mercenary
• The biggest problem with skirmish games is the terrain. I would love some inspiring pics of cool terrain or maybe even some mdf lazer cut stuff. Even pop up cardboard would be great.
• A set of templates won’t go amiss
• Judge Demarco is too cheap in points
 
labrat said:
My second point I meant to say Lawmaster MKIII...not lawgiver


That makes sense now. In the comics the Lawmaster does have quite a but of autonomy. Hmm. Guess it could be treated as a seperate character when dismounted.
Maybe have to stay within 10" of the driver and can only act if the Driver is still active. Can only fire one weapon per action.

-As for the Rookie and Cadet judges, yes they are the same thing, just different ways of getting minions.
Plus the cost for both has gone up. They used to be 50cr :shock:

-Technically you can buy levels for hero models at anytime if you think about it. Maybe it should be put in the rules that way?
-The med judge has been brought up before, Also the lifesaver rule is a new addition, so it may be added with this new rulebook update.
- Merc medic is covered by the robodoc, though I see what you mean, a human doc.
-As it stands hacking rules maybe a little much for this game. Though I'm not sure how many people here have XP with such a thing. Maybe others can post some examples and we can flesh them out from there.
-Yes the Tech judge is a little gimped. I've always thought of things like "he negates the Complex special rule when in contact with the model/area that has the rule. For purposes of cumulative actions each one special action counts as two." Also he can get pluses to spot hidden character due to all the gear and gadgets.

-Vehicle rules for pursuits or on the WAY!
-Judge Demarco, along with Riot Judges costs have been noted.

Lets see, Cybernetics.......
Tech-eyes- 50cr counts as scope also adds +1 for spotting hidden characters
Adrenal injectors- 25cr- character gets +1 to will checks for purposes of will to fight, arrests and extends Alert status to 15"
Mental Balancer - 25cr- character gets +1 to will for purposes of psi checks.
Mental enregizer - 30cr- one use, automaticaly restores 6 psi points to character.

Thats what I got for now.
 
More ideas

• Maybe a vehicle sized “robot” war walker thing.
• What about a Klegg gang, like an invasion force.



Rezalution rules (just for inspiration)

• Ranger rules (undercover cop)
o Infiltrate
Model may be placed anywhere on the board after all other models have been set up, but cannot be placed within 12” of an enemy model

o Second glance
Models with this ability attempt to pass themselves off as enemy models. They may not be attacked unless an alarm has been sounded (if applicable) or they have attempted a hostile action (such as attacking an enemy or attempting to hack a system). Once a model has ‘discarded’ its disguise, all models with Second Glance on that crew are now viable targets.

• Fiddlers rules (the ronin mechanic)
o Controller
Models may control up to 3 bomb-bots or 2 medibots.
Bots must be purchased individually.

o Handy
Model may un-jam and give reloads to other models by moving within ½” of them. Once a model does this, its turn is over.

(They did get a later rule about being able to hire robots as mercenaries, a friend to the machine kind of thing)

• Hacking rules (summarised)
o You can access the grid via wireless (if have a deck), no bonuses but no Grid damage possible. Or from a hard point, you get a bonuses and you can take grid damage ether from rival hackers or from failing to accesses SYSTEMS
o Having the HAK attribute allows models to access certain SYSTEMS.
o Passive, this is a SYSTEM you can enter and affect/download without having to test once you are hardwired or within your boards range.
o Neutral, this SYSTEM has a designated target number of 10 unless stated in the assignment, which you must equal or beat by rolling 2d6 and adding your HAK attribute.
o Aggressive , This SYSTEM is aware and is trying to counter your attempts to violate it. This is an apposed test and your opponent should roll for the SYSTEM and add the SYSTEM’S attribute that was either designated in the assignment or dedicated on by the players before the game, to the total. A failure causes 4D6 Grid damage.

o On a side note: you can hack and take control of robots/gun turrets by beating them as described in point Aggressive for a turn.

FOR JDMG : maybe instead of having a “–“ for robots WILL you could make it a SYSTEM attribute they could use like WILL but not for psychology style tests but it would solve the auto pass thing.
 
Risking sounding like a suck record, I would really read the REZALUTION rules mission section, some really good ideas for zero gravity and cool heists n stuff.
 
• Maybe have an iso-cube veteran/hardened/judged (like the judged gang from the movie) for the gangster list…he could be immune to the judges arrest rule. (might be too similar to a Blitzer though)
• I don’t understand the Blitzer rule. In a campaign if your Juve is arrested he out of the campaign i.e. is technically dead, if a Blitzer is arrested he is dead as well...what is the difference?
• Maybe have a mercenary sport star (can’t remember what the sport is called but Giant played it) would work well for the mod gang…the dropout sports star turned enforcer.
• I’m 50/50 on the will to fight rules. On one side they are nice and simple. But on the other side I like how necromunda does it. Maybe it could play like this, “if you fail, you spend your next actions running to the nearest cover and hiding. Once hidden then you spend an action, role a will and then continue as before. But if you are down to 25% of your gang then you play the rule as it is in the book
1. You could then add fear and terror
2. Have robots immune to emotional will power roles
3. Might change up psychic power options
 
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