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badgertheking

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Everything posted by badgertheking

  1. Can the Reanimate move? has it got two actions but with only one attack or is it only able to attack?
  2. So this looks amazing and will make some fantastic boards for any game system, Including Dust tactics/warfare. Fantastic value and great looking with clibs to put it together in any way you like. Im totally blown away by this and will be getting my table full with this stuff! http://www.manticblog.com/?p=7782 Anyone put a pledge on Deadzone or the terrain? Some amazing deals going and the game is looking like great fun with a some great background to back it up! http://www.kickstarter.com/projects/1744629938/deadzone-the-sci-fi-miniatures-board-game
  3. So this looks amazing and will make some fantastic boards for any game system, Including Dust tactics/warfare. Fantastic value and great looking with clibs to put it together in any way you like. Im totally blown away by this and will be getting my table full with this stuff! http://www.manticblog.com/?p=7782 Anyone put a pledge on Deadzone or the terrain? Some amazing deals going and the game is looking like great fun with a some great background to back it up! http://www.kickstarter.com/projects/1744629938/deadzone-the-sci-fi-miniatures-board-game
  4. Hahahaha Funny….. How many times have the rules changed…….
  5. Agreed, I dont see any other product that you buy with defaults where they dont give you a correct replacement. Its called customer service.
  6. Seems very flawed to me… Either she is part of the unit and shares wounds or she is riding it like a transport and acts seperate…. It makes piloting quite useless as it stands as there is no benifit other than the skill share….. Which is no different to when a hero joins a unit. so if grand ma moves then fighting spirit can be activated? and then if Koshka leaves grandma and attacks she will also get to use fighting spirit in the same turn? Will this work?
  7. and one other thing….. If Koshka is piloting Grand Ma does Koshka need to activate and pass if she wants to stay piloting Grand Ma like troops do now when in a vehicle with carry skill?
  8. so if grand ma moves then fighting spirit can be activated? and then if Koshka leaves grandma and attacks she will also get to use fighting spirit in the same turn?
  9. can you use fighting spirit when Koshka is with a different unit or is it onyl used wehn piloting Grand MA?
  10. Am I correct in thinking that when looking into a building and standing at the entrance you can still only see the first square infront of your unit and not all the way into the building? I think I read this somewhere but cant reemember where. Thanks
  11. Where is the Wayland game site? I would be up for a meet up and a few games
  12. I love tank bustersand grim reapers But also BBq boys with chef
  13. They would be silly not to release a boxed se twith all youn eed to ge tplaying, This is the best way ofgetting new players into the game.
  14. Im in Norwich one of the aftermath gaming groups members. I would travel a few hundread miles as im sure we could get a car load of us to go together. Im also sure we will have some form of tourni aranged at are club one day.
  15. thanks mate, much appreciated will give that a go. Currently going mine gray and not so sure about the way there turning out.
  16. Like the uniforms, could you tell me the colurs used for the greens and how you have layered them?
  17. Linking it to thw 10 questions was something I was thinking about to help develop characters and roleplaying them. One fortune/misfortune is defeintly the limit this is more for roleplaying than min/maxing. I think a list is a bad idea as I want my players to come up with these so therer developing there own characters but im sure I small list to get imaginations flowing would not hurt. Linking the traits to a skill is a great idea and weakness is the term I would use for sure. But rather than link them to a stas like you have suggested maybe link them to an actual skill. So Clumsy linked to Acrobatics, Handsome linked to Charm etc. Maybe this would be to much like a skill specealisation then and like I said before the main goal is to have chararcters roleplay these traits. For example being addicted to Booze would be roleplayed but would add little in the way of skill dice. Or being scared of spiders.......... actually thats a misfortune dice when fighting big spiders hehehehe. I think there is loads of scope here and I want my players to come up with anything they think there characters personality is. Cheers for the feedback and If you want to start some lists feel free, the more ideas the better.
  18. ok this is something I have kind of stolen from another game and intend to develop and use in whrp. At character creation a player get to pick good and bad traits on a 1 for 1 basis, so A player could take 3 good and 3 bad for example. Now these should be more for roleplaying purposes rather than rules but a few can alter a players dice rolls. SO for example- Good Traits- Good looking- your character is very handsome and gains 1 additional fortune dice in social encounters with the opoosite sex. Good Leadership- your character is good at ordering others and keeping calm when doing so. Funny Personality- Your charecter is good at making people laugh even in a bad situation. Keen sense of smell- Your character has a good sense of smell. Can handle booze- It takes alot to get your character drunk. sensitive to peoples emotions- Your character is a sensitive person to others around him Trustworthy- Other people Know they can trust you with there secrets. Bad traits- Heavy Drinker - Your character enjoys getting drunk a little to often. Sligtly deaf- Your characters hearing is not very good. Clumsy - Your character drops things and trips over a little to often. Untrustworthy - Your character is a bit of a thief. etc etc etc. So its more for roleplaying your character, but as a GM if these are roleplayed well bonus fortune/ misfortune dice could be awarded. Also they could be the affect of many chaos star effects. I am thinking of putting a list together of these traits but at the same time im thinking of just leaving it up to my playrs to come up with them to suit there character. What do people think? Comments and suggestions are welcome,
  19. I think the core rules are fine and agree you have missed the mark. I also like the idea of chartaristic only taking 1 open advance to slow down increase of rank for charecters who want there characteristics increased and will use that from now on.
  20. Sorry still tryinh to kill the troll here!! But yes It seems the last chapter will be difficult. I have two ideas 1st is the wizard gets a big head start and the players dont get near him intill on the river. im not sure ow this will work out yet as my players are abit far away from that. But so far they dont seem to suspect the wizard of any foul doings. second is give im some henchmen to either hold up the pcs or give them more of a challenge once on the river. Anyway will be great to know how you get on with it. Badger
  21. You where adding misfortune dice based on the opposing characteristic I think, so in the talks you added 3 black for intelligence of 3 on the opposing charecter. This is not a real rule so was guessing it was a house rule? Opposed checks are meant to only add purple dice foe the difficulty, of course black dice can always be added for many different reasons.
  22. Ok I dont understand heheheeh Zealot can become both Witch hunter and Flagellant, so the they all hunt wizards??? But Why two choices??? But they have nothing to do with Priests??? They confuse me, please help Love and peace FFG we love you
  23. Strolling idiot shut up. You are spoiling a perfectly good petition. I agree, FFG give us the free cards you know its only right.
  24. Just finished running this for the second time and was still just as good as the first time. This time the party was alot more focused skill wise and should have done alot better, so I made sure the demon got out hahahahahahahahahaa...... Here are the characters. Blitz Holt, Human Mercanery. Close combat monster with two handed sword, chainmail,and Thunderous blow and reckless cleave action cards. Locky Grundi. Drawf Forge. Expert in traps and good with all other Skulduggery. Not to bad with his crossbow but axe skills need improving. Ashin, High elf Apothercary. Expert in first aid and Nature Lore. Has a bow for protection but not alot of good. Nice talents to help the high intelligence. Bitzel, Human Aprrentice wizard. Reckless wizard with Flame blast and shield spells. High intelligence but nly 4 Willpower. The party came together because of Bitzel, he has been sent to investigate the manar and has been asked to put together a group to aid him.His life time friend Ashin offered to join him and found the mercenary Biltz at a low cost of 2 shillings a day. Locky was the last to join and was found unhappy with his work in Altdof so decided a change was needed. The journey to Grunewald was uneventful and gave the charecters a chance to get to know each other. It was not intill near the ldge the first encounter took place. The Drawf spotted beastmen in the woods with his trained skills and the party got there weapons ready for the ambush. Bitzel gathered as much power as he could and redyed a flame blast. The beastmen thudered out of the trees but proved no match for the ready party. Bitzel blasted the gor with a flame blast neary killing him in one firey explosion. Grundi then finished him with a well aimed. The mercenary then jumped from the cart and straight into the 4 ungors slicing with reckless cleave at all four beastmen. With a flury of strikes he despatched all 4 in one round of combat dishing out 20 wounds. But he did take a knock first from the gor before it was shot down by Grundi and found himsely with a mangaled eye. The party enter the gates and are greeted by Aschaffenberg, they are quickly escorted to his room and told of there mission. They enter the Hospice first but fail to learn any thing as the doctor is quick to tell them to leave as they have no injurys. They venture into the gargen and hesd to the shrine as they heard the dwarf in the Hospice mumbling about it. They are quick to find the hammer but decide to leave it in its place as it is not theres to take. They next head to the garden shed and the Apothercary is quick to find the herds and knows axactlly what they are used for. The party decide to go question the cook on what they are used for. They enter the kitchen and she is very friendly and the Dwarf is quick to take a liking to her as she offers them food and wine. Locky is the only one to except the food and drink but the wine has no effect on him offer than making him want more. Ashin suspects the cook is using the herbs but can find no evidence of it in the kitchen. The party minus the Dwarf as he is to busy eating decide to go question the doctor. Ashin talks to him and can instantly smell the herb on his person. The party leave the hospice and go find the Dwarf that they think the doctor may be poisoning people via the food. They decide to go upstairs and search the doctors room. The Forger unlocks the door with ease, Ashin and Bitzel ener the room whilst the other two stand guard. Ashin finds the sludge used to poision food and sends Grundi down to question the cook further whilst the other 3 take alook around the rest of the house. Grundi gets into a heated argument with the cook and checks the meat to find the venison is poisend. The cook grads her meat clever and attacks Grundi the Dwarf is quick to react and draws his axe and attacks the cook first but only just cuts her, she strikes back and hits. She then menaourvers towards the door leading out side. Grundi jumps at her and tackles her to the ground both taking knocks to the head on theway down. Cook cant break free and gets pucnhed in te face a few times intill she finally gets free and runs to the guards tower for help. Whilst the the Dwarf is beating on some lady the other three enter the sitting room. The cold feeling of chaos makes Ashin very uneary so she decides to stay outside in the Gallery. The wizard removes the sheet from the painting and both Bitzel and Billz fail there fear checks and corruption checks. It takes a few minutes for them to calm down, The wizard Bitzel decides to wrap the painting back up and take it upstairs. They leave the room and go back upstairs via the kitchen only to find a bruised cook two guards and Grundi in argument.............. More to follow
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