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11/16/10(Tue)16:38 No.12821201 File1289943482.jpg-(72 KB, 558x618, cholas-1.jpg)
Ok, base attack scenario rules.
The defending player places characters first, anywhere on the map, then the attacker places characters on one edge (I guess this means there needs to be a rule against building on edges). Combat works normally.
Base upgrades such as beds, equipment racks, and training rings have DEF and RES stats of 0, HP equal to their loot point cost, and cannot be grappled or moved. If reduced to 0HP, characters may pick up one hex of the upgrade for 5AP, where it essentially becomes a weapon that gives no effects (dropped on down, out, or prone). If an attacking team brings all hexes of an upgrade to the edge of the map and runs, either voluntarily or due to Demoralization, that team may install the upgrade in their own base. Upgrades that are stolen partially are simply destroyed and may not be used by anyone.
Prisoners captured in cells (probably need a better name for this upgrade) behave normally, but cannot move or be moved while their cell is intact.
This kind of raises a question about deciding on what scenario to play. I'll say that players bid on scenarios using their loot points, which only get spent if someone wins, with a d6 roll (1: Base attack, player 1 on defense, 2-5: Neutral map, 6: Base attack, player 2 on defense) deciding ties for now.
Are there any obvious scenarios that need to go in? Might bump up to 2d6 as the random generator if there are a lot. I can't think of any, though. |