Team Survivor Game 1 has started! Team Survivor Team Survivor (
TS) is a "Survivor" variant that focuses on team play, rather than individual "Last Man Standing" play. Similar to games of "Kill Team", the objective is to have one's team become the sole surviving team on the board. Teammates will need to work together to assist their team, working to destroy enemy teams.
Stats Individual units start with 10 Hits, and may lose effectiveness:
3+ Hits remaining = all actions allowed (basic, faction, & role);
2 Hits remaining = no role-specific special action until restored to 3+ hits (basic & faction only);
1 Hit remaining = no special actions until restored to 2+ (basic only);
0 Hits remaining = no actions until restored to 1+, almost dead
<0 Hits = removed from game.
Locations The Board will have at least 5 Locations, depending on the number of players and factions.
Locations are in a Line, and the ends do NOT connect.
Deployment Teams will deploy as a group into a single location, and may subsequently move to separate locations.
Some Factions will have special deployment rules or restrictions:
Scouts (
Sc) - Team starts in Reserve, Leader may select either end location to deploy into on Day 1
Infiltrate (In) - Team starts in Reserve, Leader may select any location to deploy into on Day 1
Outflank (OF) - Team starts in Reserve, Leader may select either end location to deploy into on Day 2
Deep Strike (
DS) - Team starts in Reserve, Leader may select any location to deploy into on Day 2
Units "In Reserve" may not take any actions until moved to a regular location.
Actions Players may take 1 action per calendar day:
Move (M) - to any adjacent location
Attack (A) - 1 hit on any target in same location
Days start and end at midnight Zulu Time (GMT) / 5:00 pm
CA / 8:00 pm NY
If a player does not take their action before 10pm GMT, their Team Leader may make a basic action (Move 1 or Attack 1) on their behalf, and this will count as their action for the day.
Roles Each player selects a specific role, which grants them a special ability:
1 Leader (L) - may order one teammate in the same location take an extra action
Attacker (A) - may Attack one target for up to 2 Hits
Charger (C) - may Move 1, then Attack 1
Fighter (F) - may Attack 1, then Attack 1 against a *different* target
Raider (R) - may Attack 1, then Move 1
Sniper (S) - may Attack 1 to an adjacent location
Devourer (D) - may Attack 1, then restore 1 Hit to self if below 10
Healer (H) - may Move 1, then restore 1 Hit to self if below 10
Medic (M) - may restore 1 Hit to any unit below 10
Psyker (P) - may take 2 Hits to self, then Attack one target for up to 3 Hits
Blitzer (B) - may Move 2
Tank (T) - start with 15 Hits
Note that special abilities *NEVER* stack. For example, an Attacker (A2) / Charger (M1&A1) does not get a combined Charging Attack (M1&A2), just the option to use either ability by itself.
Leader There are several possible Roles, but only one may be Leader. If the Leader dies, any player may change their Role to Leader, giving up their previous special ability. If there are no teammates in the location, Leaders only have their basic and faction abilities - ordering a teammate to take an extra action is the Leader's special ability.
Healer & Medic Healers and Medics, along with Devourer must have at least 3 to restore hits, just like any other special ability.
Factions Each player belongs to a Faction, which confers a basic Role, but denies certain other Roles:
Chaos Marines (
CSM) - All have Tank, may not select Sniper, Fighter, or Medic; Infiltrate
Space Marines (
SM) - All have Tank, may not select Healer, Devourer, or Raider; Scouts
Imperial Guard (
IG) - All have Sniper, may not select Blitzer, Charger or Raider
Eldar - All have Blitzer, may not select Tank, Healer, or Devourer; Deep Strike
Orks - All have Attacker, may not select Devourer, Blitzer or Sniper
Tyranids - All have Devourer, may not select Medic, Blitzer, or Sniper; Outflank
Players may duplicate Role and Faction special abilities, but they will gain no benefit for doing so.
Victory! When only one Team remains, they are victorious, and the game is over.
Teams Each player belongs to a Team, and each Team must have a Leader.
A Team may start with up to 4 players.
It is possible for competing Teams of the same Factions; however, as only one Team may win, at some point, the Teams will have to fight each other for the glory of ultimate victory.
Signup Players sign up for a Role and Team of a specific Faction, with a limit of only 1 Leader per Team. Non-leader Roles may be duplicated, further specializing the Team at the expense of flexibility and versatility.
Sample Imperial Guard Team:
- Creed (Imperial Guard Leader) = Sniper, Leader
- Krell (Imperial Guard Tank) = Sniper, Tank
- Jones (Imperial Guard Medic) = Sniper, Medic
Signup lasts for 1 week, and players may change Faction / Role at which point the playing field is freezes, Locations are defined, and Teams deploy onto the board.
GAME 1 - Relic World Gehirn IV Players - (finalized)
"Black Templars 33rd Crusade" (Space Marines) -
Scouts "Sgt. Neinhalt Krieger" (Leader) = JohnHwangDD
"Bro. Teutonio Brutus" (Attacker) = Manchu
"Bro. Hein Hacksieum" (Charger) = ihadhq
"Strike Team #2347" (Imperial Guard) "Sgt. Kortov" (Leader) = Emperors Faithful
"Inq. Hohenheim" (Medic) = n0t_u
"PBS Ubi Swank" (Psyker) = UbiSwanky2
"Spc. Jones" (Medic) = Inquisitor_Syphonious
"Black Legion" (Chaos Marines) -
Infiltrate! "Barathrum the Twisted" (Leader) = Drk_Oblitr8r
"Gnarlwock the Balding" (Raider) = Nightwatch
"Bon Skrott" (Attacker) = the_ferrett
Monster Ambull (A/D) ... 10 -
Attacker (A2) / Devourer (A1R1) . If Hits > 5, Attack (A2) 1st character entering location, else Attack (A2) weakest character
. If Hits <+ 5, Devouer (A1&R1) weakest character
. Never moves
Board "Relic World Gehirn IV"
0. in reserve no actions here, except to Move onto board when appropriate 1. AEROPORT RUINS (+B) +B = gain Blitzer (+Move 2)
2. CRUMBLING TOWER (+S) +S = gain Sniper (A1 adjacent)
3. OVERGROWN PLAZA (+F/-B) +F = gain Fighter (A1 & A1)
-B = lose Blitzer (-Move 2)
4. ABANDONED TEMPLE (+P/-S) +P = gain Psyker (W3 & A3)
-S = lose Sniper (A1 adjacent)
5. UNDERGROUND BUNKER (+M) +M = gain Medic (R1)
Starting Positions "Relic World Gehirn IV"
0. in reserve Black Templars 33rd Crusade (Space Marines) -
Scouts, deploy either end Day 1 Sgt. Neinhalt Krieger (BT33c
SM-T/L) ... 15
Bro. Teutonio Brutus (BT33c
SM-T/A) ... 15
Bro. Hein Hacksieum (BT33c
SM-T/C) ... 15
Black Legion (Chaos Marines) -
Infiltrate, deploy any location Day 1 Barathrum the Twisted (
BL CSM-T/L) ... 15
Gnarlwock the Balding (
BL CSM-T/R) ... 15
Bon Skrott (
BL CSM-T/A) ... 15
NPCs CenoByte (BT33c
SM-M) ... 5 -
33rd Crusade uses 1 action to Activiate at Aeroport (1) Bloodletter (
BL CSM-D) ... 5 -
Black Legion uses 1 action to Summon at Temple (4) Servo Skull (ST2347
IG-S) ... 5 -
Strike Team 2347 uses 1 action to Activate at Temple (2) note that NPCs start at 5, but can heal or be healed up to 10 1. AEROPORT RUINS (+B) 2. CRUMBLING TOWER (+S) 3. OVERGROWN PLAZA (+F/-B) Sgt. Kortov (ST2347
IG-S/L) ... 10
Inq. Hohenheim (ST2347
IG-S/M) ... 10
PBS Ubi Swank (ST2347
IG-S/P) ... 10
Spc. Jones (ST2347
IG-S/M) ... 10
4. ABANDONED TEMPLE (+P/-S) 5. UNDERGROUND BUNKER (+M) Ambull (A/D) ... 10
Timeline Mon 7/19 -- gather Feedback and Interest through Fri 7/23
Sat 7/24 & //25 -- finalize Rules
Mon 7/26 -- signup of Teams / Factions through Fri 7/30
Sat 8/1 & Sun 8/2 -- Referee creates the Locations & Board, extended signup
Mon 8/2 -- start of game!
____
edit history:
7/19 - initial post, added timeline
7/20 - added hits, deployment; distinguish between Team and Faction; cleanup Timeline, Actions
7/30 - call for players
8/2 - launched
game 1!