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Ellraiser

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  1. Draii said: So far I have just thought that a forest would be the most likely and best expansion for the village corner. Perhaps with dual entries or something, maybe one from the graveyard to a haunted forest and passageways between the two. Wow...we think alike! I have been making such a board for a while now and was considering submitting it to FFG for posible publication or ideas. I even have 10 characters to throw into the mix. I do have a question about some of the old characters....are they off limits? I was hoping that some would get made in some of the smaller expansions but the put out new ones instead?? Just wondering. Ellraiser
  2. I've been gone away for a while. Nice to see that you are still here, Doc. Ellraiser
  3. Here is my British group...I will post the back story to this at a later time....enjoy. The Paranormal Recovery and Eradication Team or P. R. E. T. Captain Mac Jones Combat: 6 / 5 / 5 / 5 Stamina: 6 / 5 / 5 / 4 Mental: 4 / 4 / 4 / 4 Move: 6 / 5 / 5 / 4 Besa: Heavy Machine Gun: The firepower of the Besa inflicts 1 automatic wound, which is applied after the Shock Roll and cannot be countered by it. Combat: • Boot Knife: Hand-to-hand Weapon • Keep Firing: (See the Book) • Brute Strength: While in Hand-to-hand combat, Captain Mac Jones’s Strength offers a 1-point bonus to the result of each die. (Except for Natural 1s.) Stamina: • Boot Knife: (See above) • Grenade: (See the Book) • Resilient: Captain Mac Jones adds a 1-point bonus tohis die rolls when making his Shock Tests. Mental: • Captain’s Badge: During the Deployment Roll, the rank of Captain awards a 4-point bonus to the die result. This bonus is cumulative with officer bonuses from other characters. • Extra Ammo: (See the Book) • Headstrong: Whenever Captain Mac Jones uses 1 Victory Point to heal a wound, his Headstrong nature allows 1 additional wound to be healed. P. R. E. T. Jon Smith Combat: 6 / 5 / 5 / 4 Stamina: 5 / 4 / 4 / 4 Mental: 4 / 4 / 3 / 3 Move: 6 / 6 / 5 / 5 No. 4 MK1: Sniper Weapon: If you roll at least one natural 10 on a Combat Roll, and your target does not roll at least one natural 10 on the corresponding Shock Roll, He is killed instantly. Natural 10s on re-rolls do not count for the No.4 MK1’s power. Combat: • Boot Knife: Hand-to-Hand Weapon • Scope: If John chooses, he can re-roll the lowest die in his pool after making any ranged attack. Natural 1s cannot be re-rolled. • Steady: If Jon was stationary on his last turn and did not attack, he gains a +1-point bonus to all of his Combat die rolls. Stamina: • Scout: Jon’s Movement characteristic column has the following values: 8 / 7 / 6 / 5 • Marksman: Jon’s accuracy is uncanny. Jon adds 1 additional hit in the event of a successful Combat roll. • Secret Forces Badge: During the Deployment Roll, the Secret Forces Badge allows you to add a 6-point bonus to the die result. This bonus is cumulative with the bonuses of other ranking characters. Mental: • Stealth: If Jon ends his Movement on a multicolored circle, he can choose of those colors. Only figures on that color path can see Jon but he can see all colors on his path. After attacking, the bonuses for Stealth are no longer in effect. (Note: Thanks to Doc Savage for this great power.) • Keep Moving!: (See the Book) • Smoke Grenade: (See the Book) P. R. E. T. Heidi G. Wells Combat: 5 / 5 / 5 / 5 Stamina: 5 / 5 / 4 / 4 Mental: 5 / 4 / 4 / 3 Move: 7 / 6 / 5 / 5 Time Stopper: Activating the Time Stopper takes a full turn. (I.E.: No movement or anything.) On the character’s next turn they may take 1 additional turn right after the current one. Following the second turn the character using the Time Stopper takes 1 damage and the turn continues as normal. Any attacks made while using the Time Stopper provide no Counterattacks. To use the Time Stopper requires the Reasoning and Engineering skills. The Time Stopper can only be used once per game. Combat: • Transforming Serum: The user becomes “Cat-like” and feral. They all items carried onto an adjacent circle and gain the following characteristics: Combat: 6 / 6 / 6 / 5, Stamina: 6 / 6 / 5 / 5, Mental: 3 / 3 / 3 / 2, Move: 8 / 8 / 7 / 7. Transformation lasts 1D10 1/2ed in turns. The Transformation Serum can only used once per game. • Stiletto: Hand-to-Hand Weapon: This character adds 1 additional hit in the event of a successful Combat Roll. Also, if the character chooses, they can re-roll the lowest die in their pool after making a Hand-to-Hand Combat Roll. Natural 1s cannot be re-rolled. • Welrod: Close Combat Weapon: This single shot 9mm has a maximum range of 5 circles and can be fired into Hand-to-Hand combat. During a Combat Roll the Welrod adds a 1-point bonus to the result of each die. (Except natural 1s.) Because of the Welrod is a silent weapon, there are no Counterattacks allowed. Stamina: • Stiletto: (See Above) • Armored Vest: (See BG-42 in the Book) • Special Operations Expert: During the Deployment Roll, the S.O.E. Badge allows you to add a 4-point bonus to the die result. This bonus is cumulative with the bonuses of other ranking characters. Mental: • Stiletto: (See Above) • Smoke Grenade: (See the Book) • Invisibility Bracer: While activated, this character may not be attacked while Invisible. If this character attacks they lose all benefits from the Invisibility Bracer. The power of the Invisibility Bracer lasts 1D10 1/2ed in turns. The Invisibility Bracer can only be used once per game. P. R. E. T. Commando with Trench Gun Combat: 5 / 4 / 4 Stamina: 4 / 4 / 4 Mental: 4 / 3 / 3 Move: 7 / 6 / 6 Trench Gun: (See http://www.fantasyflightgames.com/PDF/bonus-trenchgun.pdf ) Combat: • Combat Knife: (See the Book) • Dodge and Weave: Range attacks made at this character suffer a 1-point penalty to each die rolled in Combat. Natural 10s are unaffected by this. • Knife Fighter: When Counterstriking in Hand-to-Hand Combat, this character may add a 1-point bonus to each die rolled. (ExceptNatural1s.) Stamina: • Combat Knife: (See Above) • GO! GO! GO!: (See the Book) • Parry: Hand-to-Hand Attacks made at this character suffer a 1-point penalty to each die rolled in Combat. Natural 10s are unaffected by this. P. R. E. T. Commando with Sten Mark V Combat: 4 / 4 / 3 Stamina: 4 / 4 / 3 Mental: 4 / 4 / 4 Move: 6 / 6 / 5 Sten Mark V: Automatic Weapon: Thanks to the rapid rate of fire, the Sten Mark V provides a 2-point bonus to the current combat value of its firer. Combat: • Boot Knife: Hand-to-Hand Weapon • Keep Moving!: (See the Book) • Extra Ammo: (See the Book) Stamina: • Boot Knife: (See Above) • Medical Kit: (See the Book) • Grenade: (See the Book)
  4. Now for my Italian team. The german leader was killed durring a demonstration of the two scientist's experiments and was saved using the two's knowledge. Royal Italian Research Agency Markus Von Wagner Combat: 5 / 4/ 4 /3 Stamina: 6 / 5 / 4/ 4 Mental: 6 / 5 / 4 / 4 Move: 7 / 6 / 5 / 5 Metal Body: If Markus rolls a natural 10 on a Shock Roll, he cancels all the hits rolled in the corresponding Combat Roll. This is of no use against Mental Attacks. Combat: • M1879 Reichsrevolver: Close Combat Weapon: This 10.6mm Pistol, old that it is, still packs a punch. This weapon adds a 1-point bonus to the result of each die. Natural 1s do not get this bonus. • Shock Grasp: Hand-to-Hand Weapon: The electricity that flows through his hands adds 2 additional hits in the event of a successful Combat Roll. • Life Force Attack: Markus may use 1-point of his health to fire a bolt of energy at a target. There is no minimum range and it can be fired in Hand-to-Hand Combat. If he rolls at least one natural 10 on the Combat Roll, and your target does not roll a natural 10 on the corresponding Shock Roll, they are killed instantly. Stamina: • M1879 Reichsrevolver: (See Above) • Enhanced Eyes: Enhanced Eyes permits Markus to ignore all Smoke Grenades penalties. • Extra Ammo: (See the Book) Mental: • M1879 Reichsrevolver: (See Above) • Immune to Pain: (See the Book) • StielhandGranate: (See Grenade in the Book) Royal Italian Research Agency Dr. Piero Gustov Combat: 4 / 4 / 4 / 3 Stamina: 4 / 3 / 3 / 3 Mental: 5 / 5 / 5 / 4 Move: 5 / 5 / 4 / 4 Packmaster: Dr. Gustov has two mechanical dogs which he controls. The dogs must stay within 1 path away from Dr. Gustov. Combat: • Dogs…Attack!: If any of Dr. Gustov’s dogs that are on the same path as Dr. Gustov gains a 1-point bonus to their current Combat value. • Beretta Modello 1934: Close Combat Weapon: The Beretta Modello 1934 adds a 1-point bonus to the result of each die. (Except for natural 1s.) • Extra Ammo: (See the Book) Stamina: • Dogs…Guard!: If any of Dr. Gustov’s dogs are on the same path as Dr. Gustov they gain a 1-point bonus to their current Stamina value. • Beretta Modello 1934: (See above) • Portable Repair Kit: Discard this token after use. If, on the same turn as one of Dr. Gustov’s dogs receives a wound that causes it’s death and Gustov can get to the fallen dog’s side and he spends his whole turn there. The dog did not die. Place it’s health indicator on the last row of it’s character sheet. If it had not yet been activated this turn, you can activate it and it’s sequence normally. Mental: • Mechanical Dog Whistle: Discard this token after use. All characters within a 5 circle radius from Dr. Gustov suffer a 2-point penalty to all of their die rolls this turn. This is a one shot item. • Beretta Modello 1934: (See above) • Oberleutnant: (See the Book) Dr. Piero Gustov Notes: Mechanical Dogs: Combat: 4 / 3 Stamina: 4 / 4 Mental: 1 / 1 Move: 8 / 6 Metal Body: If Dr. Gustov’s dogs rolls a natural 10 on a Shock Roll, he cancels all the hits rolled in the corresponding Combat Roll. This is of no use against Mental Attacks. Razor Sharp Teeth: Hand-to-Hand Weapon: Add 1 additional hit in the event of a successful Combat Roll. Keep Moving!: (See the Book) Robotic Brain: Dr. Gustov’s dogs, because of their Robotic Brains, are immune to all Mental Attacks. Royal Italian Research Agency Dr. Natale Greco Combat: 4 / 4 / 3 / 3 Stamina: 4 / 4 / 4 / 3 Mental: 6 / 6 / 5 / 5 Move: 4 / 4 / 4 / 3 Serum of the Dead: Mental Attack: If any character, whose health indicator token moves below the last row, dies and Dr. Greco can get adjacent to the fallen character, a mental duel is started between Dr. Greco and the fallen character using their highest Mental statistic. If Dr. Greco loses then nothing happens. If she wins, place the character in same circle they fell in, under her control. The new “Zombie” has the following stats: Combat: 3, Stamina: 4, Mental: 1, Move: 4. All their disposable weapons and gear are kept with them but offer no bonuses. (See Zombie Notes) They also gain the power of Undead. (See Zombie Notes) The Serum can only be used once per character. Combat: • Beretta 418: Close Combat Weapon • Shot of Novocain: Hand-to-Hand Weapon: A successful hit causes no wounds but makes the target character use his last row’s statistics for the rest of the game, unless the character has a power that negates this effect. (IE: Supernatural Strength) Discard this Token after use. • Amulet of Power: All Zombies under your control gain a +1-point to their Combat Values as long as Dr. Greco is in play. Stamina: • Beretta 418: (See above) • First Aid Kit: (See the Book) • Shot of Morphine: (See the Book) Mental: • Beretta 418: (see Above) • First Aid Kit: (See the Book) • Amulet of Power: All Zombies under your control gain a+1-point bonus to their Move Value as long as Dr. Greco is in play. Notes: Zombie Notes: Weapons: Weapons provide just the basics. (IE: A Combat Knife is still a Hand-to-Hand Weapon but, if it had given any bonuses before, it loses them and becomes just a Hand-to-Hand Weapon.) Abilities: Abilities and Powers such as GO! GO! GO! And Supernatural Strength become lost and provides no bonuses. Undead: The Power: The Undead can take a lot of damage. Because of this they may Ignore 1 wound that was not cancelled by their Shock Roll. This also affects the Mandatory “10” roll from certain weapons. Royal Italian Research Agency Schwachkope (Zombie Troops) Combat: 4 / 3 / 3 Stamina: 6 / 6 / 6 Mental: 2 / 2 / 1 Move: 4 / 4 / 3 Undead: The Schwachkope are Undead and can take a lot of damage. Because of this they may Ignore 1 wound that was not cancelled by their Shock Roll. This also affects the Mandatory “10” roll from certain weapons. Combat: • Miscellaneous Weapons: The type of weapon carried by the Schwachkope is determined at the start of the game. (IE: Hand-to-Hand, Close Combat, Heavy Weapon, Etc.) No bonuses are given to any weapon carried by the Schwachkope. • Not Dead Yet!: (See the Book) • Claws: Hand-to-Hand Weapon: Claws allows the Schwachkope to add 1 additional hit in the event of a successful Combat roll. Stamina: • Miscellaneous Weapons: (See Above) • Not Dead Yet: (See Above) • Brain Dead and Hard to Kill: Schwachkope are resilient. Thus, they are immune to all immune to all Mental Attacks and may re-roll the lowest die in their pool after making any Shock Roll. Royal Italian Research Agency Royal Security Forces (R.S.F.) Combat: 5 / 4 / 4 Stamina: 4 / 4 / 4 Mental: 4 / 4 / 3 Move: 5 / 5 / 4 Cover Fire: If a friendly character on the same path as the RSF is fired on, The Royal Security Forces may elect to spend 1 additional Victory Point to Counterstrike along with the intended target. This only works on Range Attacks. Combat: • Beretta Modello 38/42: Automatic Weapon: The Beretta Modello 38/42 provides a 1-point bonus to the current Combat Value of its firer. • Night Eyes: (See the Book) • Smoke Grenade: (See the Book) Stamina: • Beretta Modello 38/42: (See Above) • Keep Moving!: (See the Book) • One For Country!: If a friendly character, on the same path and no more than 2 circles away from an RSF Agent is fired on; the RSF may elect to move, for free, into the path of the attack and take this hits. This must be announced prior to the attack dice being rolled.
  5. Here is my idea for a Japanese team. Please let me know what you think. I playtest with DnD and Star Wars figs. Red Dragon Clan Tatsuya Mori (Warlord) Combat: 6 / 5 / 5 / 4 Stamina: 5 / 5 / 4 / 4 Mental: 4 / 4 / 4 / 4 Move: 6 / 6 / 5 / 5 Light Sword: Hand to Hand Weapon: If you roll at least one Natural 10 on a Combat Roll, and your target does not roll at least one Natural 10 on the corresponding Shock Roll, he takes one automatic wound that is applied after the Shock Roll and cannot be countered by it. Combat: Type 14 Nambu Pistol: Close Combat Weapon: During a Combat Roll, The Precision of the Type 14 Nambu Pistol offers a 1-point bonus to the result of each die. (Except for Natural 1s) Hermetica ?????: While on a path corrupted by Hermetica ?????, all characters with the Red Dragon Clan symbol gain a +1-point bonus to die results on Combat Rolls. Type ?? Grenade: (See Grenade in the rule book) Stamina: Type 14 Nambu Pistol: (See above) Defensive Strike: Tatsuya uses his current Combat Score instead of his lowest when Counterstriking in Hand to Hand Combat. Combat Dodge: If Tatsuya is hit by any Ranged Attacks, before a Shock Roll is rolled, roll a D10. If an 8 – 10 is rolled then the attack misses. Mental: Type 14 Nambu Pistol: (See above) Hermetica ?????: While on the same path corrupted by Hermetica ????? all characters with the Red Dragon Clan symbol gain the ability to re-roll their lowest die in their Defensive Die Poll. Battle Shout: This Shout uses your Action and rattles your target making their use their lowest values on their next turn. Red Dragon Clan Izanami Katsura (Mage) Combat: 5 / 4 / 3 / 3 Stamina: 4 / 4 / 3 / 3 Mental: 6 / 6 / 6 / 5 Move: 6 / 5 / 5 / 4 Binding Spell: Magic Attack: Once per game, you may target one character, which is on the same path as Izanami, and initiate a Mental Duel with them. If Izanami loses, nothing happens. If your target loses, you may immediately force them to take an action under your control. This counts as their action for the current turn. Combat: Ceremonial Sword: Hand to Hand Attack: Because of its Magical nature if you roll a Natural 10 while making a Shock Roll in Hand to Hand, she cancels all the Hits rolled in the Corresponding Combat Roll. Magic Bolt: Magic Attack: Requires Line of Sight. If you roll at least on Natural 10 on a Combat Roll and your target does not roll at least one Natural 10 on the corresponding Shock Roll, he takes one automatic wound that is applied after the Shock Roll and can not be countered by it. Magic Blast: Magic Attack: (See Grenade in the book) One use per game. Stamina: Ceremonial Sword (see Above) Deflection Shield: Adds +3 to Izanami’s Stamina for Shock Rolls. Heal: (See book for Med-Pack) One use per game. Mental: Mental Attack: Magic Attack: Choose an adversary on the same path. You use your current Mental score to attack your target and they use their Stamina for their Shock Roll. Flight: This spell replaces Izanami’s Movement Statistic with the following: 8 / 7 / 7 / 6. Also, she has “Keep Moving” (See Alpha Squad in the Book) Fog Bank: (See book for Smoke Grenade) May use this ability twice per game. Red Dragon Clan Ushitora (Oni) Combat: 6 / 6 / 6 / 5 Stamina: 6 / 6 / 6 / 5 Mental: 3 / 4 / 5 / 6 Move: 7 / 6 / 5 / 4 Demonic Skin: If you roll a Natural 10 on a Shock Roll, you cancel all the hits rolled in the corresponding Combat Roll. This will not work against Mental or Magic Attacks. Combat: Demonic Strength: Demonic Strength adds a +1-point to Ushitora’s Combat Value. Incredible Strength: (See book) Demon Taint: (See book) Stamina: Demon Taint: (See book) Not Dead Yet: (See book) Demonic Blood: Ushitora gains a 1-point bonus to his Stamina Value. Mental: Demon Taint: (See book) Celerity: (See book) Critical Hit: (See book) Red Dragon Clan Ninja Combat: 6 / 5 / 5 Stamina: 5 / 4 / 4 Mental: 5 / 4 / 4 Move: 8 / 7 / 6 Infiltration: (See book) Combat: Katana: (Hand to Hand Weapon: The Ninja’s Katana gives its wielder 2 additional hits in the event of a successful Combat Roll. Critical Hit: (See book) Throwing Stars: Thrown Weapon: No Counterattack is allowed against Throwing Stars. Stamina: Katana: (See above) Smoke Grenade: (See book) Stealth: If the Ninja ends his movement on a Multi-colored circle, he can choose one of those colors to be on. Only figures on that color path can see the Ninja. After attacking, the Stealth ability can no longer be used and in not in effect. Red Dragon Clan Yakuza Henchman Combat: 5 / 4 / 4 Stamina: 4 / 4 / 4 Mental: 3 / 3 / 3 Move: 5 / 5 / 4 Quick Draw: If Counter-attacking, the Yakuza Henchman may re-roll the two lowest dice. Natural 1s cannot be re-rolled. Combat: Type 100 Nambu Submachine Gun: Automatic Weapon: The Type 100 Nambu Submachine Gun adds +1-point bonus to the current Combat value of its firer. Combat Knife: (See book) Grenade: (See above) Stamina: Type 100 Nambu Submachine Gun: (See above) Stealth: If the Ninja ends his movement on a Multi-colored circle, he can choose one of those colors to be on. Only figures on that color path can see the Ninja. After attacking, the Stealth ability can no longer be used and in not in effect. Extra Ammo: (See above)
  6. About 8 pogs will fit per container...this means that you can fit all the characters in one case. I carry my figs, and now the pogs in a fishing sholder bag. Ellraiser
  7. The case from Walmart is the following: Bead Starage System Fashion Accessories case from Darice Inc http://www.darice.com/ecom/ProductDetails.aspx?it=2025-251&oid=221340 It has single cases for the pogs. Ellraiser
  8. Hello all, I have my four units that I created but am having trouble finding things to put behind them for their character cards. Does anyone have any suggestions? Also, what program do you use for your cards Doc? My units are; an Italian research team lead by a German officer, a Japanese unit lead by a rogue warlord that includes an oni and a witch, an English secret paranormal search and retrieval team run by the government, and a mercenary quad of members from all of the existing factions...(we need more mercs, Doc... I would like some ideas as I am not coming up with any. Also, I have figs for my teams but lack a camera to take pics of them. Ellraiser P.S. I have a case that I bought at Walmart in the craft section that works great to hold the many pogs that this game uses...and the storage compartments are made up of individual round cases to make the storage easier...again, if i could get a camera I could show you all. I will work on the later.
  9. SWEET!! I like them all. I will be 50 before they reach the US but I will probably still be into the game. Any word on when Rameriz and Ghorgi will reach us?? Ellraiser
  10. I got mine on thirsday and love it...I had no problems punching the pieces and love the minis as well. If they were smart they would print a "map pack" to aid in the game while they "translate" the next product from France....but who am I to suggest stuff. Ellraiser
  11. I am looking for movies in the Tannhauser genre....have I missed any? Indiana Jones movies The Mummy movies Puppet Master 2 and Retro Shock Waves and Blood Sucking Nazi Zombies (the premise) Hellraiser (flashbacks) Hellboy 1 I know that there has to be more...what am I missing? Ellraiser
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