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Mercs beta additional special rules request

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josedominguez View Drop Down
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    Posted: 20 Jul 2014 at 00:50
Hiya, just statting up some models and was wondering how to represent a medic? Maybe a specialist who adds regenerate to a formation it joins? Could also be a vehicle/ambulance.

Also.... How about aliens etc.. Without weapons? As all bases have a ranged weapon included. Maybe a negative points cost to take that off?

Zombies.... Horde, but also add a base to their formation every time they destroy an enemy in close combat.

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Post Options Post Options   Thanks (0) Thanks(0)   Quote josedominguez Quote  Post ReplyReply Direct Link To This Post Posted: 26 Jul 2014 at 09:27
Is there anybody there???
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Post Options Post Options   Thanks (0) Thanks(0)   Quote criticalmass Quote  Post ReplyReply Direct Link To This Post Posted: 28 Jul 2014 at 22:09
Hi Jose, sorry for not getting back to you sooner we have been very busy casting and packing orders after our sale the other weekend.

In regards to your questions try giving this a go

Medic     (X). Only available to 1 base per platoon, +5 points per X

A unit containing a medic can force an opponent to re-roll one Hit roll per Game Round against an infantry or gun base in the unit up to the value of X. The Medic may even use this ability on itself. E.g. Medic 2 would allow a player to force 2 successful Hit rolls to be re-rolled per game round.

For Aliens with out weapons, knock 1 pts off so the starting cost of a base will be 9pts but it will have no gun.

Zombies, that is a great idea to represent a swelling horde, we will have to give that a try ourselves to see if it works. I would worry the swell of Zombies my make the game far to one sided........I'd need to play to see.

Edited by criticalmass - 10 Aug 2014 at 19:48
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Post Options Post Options   Thanks (0) Thanks(0)   Quote josedominguez Quote  Post ReplyReply Direct Link To This Post Posted: 06 Aug 2014 at 20:35
Sounds great.
For re rolling wounds.... Is that at the to hit stage? So the enemy would re roll hits before the target rolls to save?
Or a save re roll?
Also.... Knocking a point of the starting cost and making it nine. Am I misreading? My mercs beta has the starting cost as 5 I think.




Edited by josedominguez - 08 Aug 2014 at 10:36
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Post Options Post Options   Thanks (0) Thanks(0)   Quote criticalmass Quote  Post ReplyReply Direct Link To This Post Posted: 10 Aug 2014 at 19:50
Hi Jose

Your right infantry do start at 5pts, I was looking at the vehicle starting points and put 10 in error.

As for the medic have changed the wording slight in my post above to reflect the rules, the previous wording was written in an early beta test back in 2009 and was dropped, but if people feel its good and want to try it why not the mercs beta is the place for that.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote josedominguez Quote  Post ReplyReply Direct Link To This Post Posted: 10 Aug 2014 at 23:11
That worked well when we tested it.... It's not hugely powerful but it lets you add a nice characterful base to the platoon :)
Thinking of making an ambulance mech now!

Trying to represent 'beasts' now.
Special rule: War beast
Must be led by a base with the 'handler' special rule.
When war beasts make a morale test for pinning or losing their leader a successful roll means they charge the closest enemy model, on a fail they are pinned as normal. On a 1 they charge the closest unit, friend or foe.

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Post Options Post Options   Thanks (0) Thanks(0)   Quote criticalmass Quote  Post ReplyReply Direct Link To This Post Posted: 20 Aug 2014 at 00:03
Sounds like a reasonable rule Jose, give it a go
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Post Options Post Options   Thanks (0) Thanks(0)   Quote josedominguez Quote  Post ReplyReply Direct Link To This Post Posted: 27 Aug 2014 at 01:05
Weapon special rule
Unreliable.... For every one rolled when shooting, one hit must be re-rolled

Cryo weapon... When calculating pinning, every hit from a Cryo weapon counts as two hits.

Unstable... The unit must make a standard save for every one it rolls to hit with an unstable weapon

Overcharge... The weapon may be overcharged to inflict additional damage. All hits receive +2 damage but are subject to the unstable rule

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