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Made in gb
Fixture of Dakka






Wiltshire, UK

I had a slightly different idea for the gangs which may not have come across well in my post

When I say human that would be their before form so in a gang there would only really be three characters the before and transformed version (after) if you see what I mean.

I thought 3 were creatures would be about equal to five human.

I also agree that once turned they wouldn't be able to turn back.

I thought you could have characters summon some of the larger creatures or call them when in a transformed state to their aid.

I had some ideas for Monster Hunters and Engineers and other characters and vampire gangs and all sorts for the weird west expansion, I did a bit of brain storming today to see what I could come up with when I had nothing to do. If you want more ideas just let me know.

The pets idea sounds good you could have animal trainers etc, would make a nice booster pack.

   
Made in us
Ollanius Pius - Savior of the Emperor






Right behind you.

Had a thought that I would post while I was thinking of it...

How about some Oriental mythology? The Chinese played a large part in the establishment of the railroads and it would be very "My Name is Bruce" to have a small band of Chinese guardian spirits and the like.
   
Made in us
The Last Chancer Who Survived





Norristown, PA

Yeah I was thinking about doing monster summoning .. and yeah I was thinking of doing all kinds of different monsters, like Chinese themed too.

For the lore what I was thinking was, when you get bit and live, you turn into something based on whatever animal you have an affinity with. Most people end up being wolves maybe just because dogs are man's best friend.

But some people become other things, like a big tough wrassler guy might become a werewolf. If he happened to live in Alaska, he might look more like a polar bear than an american black bear. Or a cajun guy living in the bayou might become a werecroc. A dirty rotten scoundrel might be a weresnake. If you go to Gencon and don't shower for the entire weekend, then get bit, you could turn into a wereskunk.

So yeah, with all that in mind .. each type of animal will get a special skill just like human professions. Also I what I'm planning to do now is instead of weapons like humans, supernatural creatures can choose powers and special attacks, from level 1-6. Like a tail swipe attack, or venom spit, or they're strong enough to throw huge boulders at people, stuff like that But most special attacks will be melee oriented.

   
Made in us
The Last Chancer Who Survived





Norristown, PA

Here's some quick text taken from the book.. still very WIP

Supernatural Creatures

In the core Blackwater Gulch game, every member of every gang is a human being. They may freely join up with other humans who may be affiliated with other gangs, even of those gangs might sometimes be enemies. They all belong to the Human race, and your gang may include any number of humans you wish.

Now, with Wrath of the Skinwalker, we introduce a whole new race to the game, and in most cases they cannot be mixed together. This new race is known simply as Supernatural.

Supernatural creatures are often found in remote areas of the world, far away from the prying eyes (and pitchforks) of human beings. These creatures band together into packs, often lead by the biggest and strongest of them all, known as an Alpha. An Alpha creature works the same way as a human Gang Leader, it has 100 XP along with attributes and skills to match. Supernatural packs also consist of Fiends, which have 75 XP and a special ability similar to a human Professional. Next are the beasts, who have 50 XP and function much the same way as human Henchmen. Lastly, Supernatural packs will often have many Varmints scurrying about, which are weaker creatures that have 25 XP.

You will create a pack of supernaturals much the same way as you would create a human gang, with the only difference being they do not have guns and other weapons the way a human would. Instead, many posess special attacks like a venomous bite, tail swipe or the ability to hurl large boulders.

When you create your pack, the first think you should do is select an Alpha as your leader and raise his attributes accordingly, give him his skills and special attacks. Next, select a few Fiends to provide some specialized creatures, followed by beasts and varmints. Like human gangs, half of your pack must be made up of Beasts and Varmints, not including the leader. Furthermore, for the purposes of gang creation, 2 varmints will count as 1 beast. Like human gangs, each pack must contain at least 5 models. For example, if your pack begins with an Alpha and 2 Fiends, you will need add 2 beats, or 4 varmints, or 1 beast and 2 varmints.


Skinwalkers

Skin-walkers are people that have been cursed to live part of their lives as animals. In the old world, this condition was known as Lycanthropy, with werewolves being the most common. In the new world, they are known to most Native American tribes Skinwalkers.

The Skinwalker curse is passed on to other humans by bite. Like a virus, anyone bitten by a Skinwalker and lives, becomes a Skinwalker himself. There are many native and religious rituals and talismans said to hold back the curse, for a time a least. If left untreated, the victim will often become a cannibalistic within a month's time, consumed by a hunger that only warm, living flesh can satisfy. The more he feeds on raw flesh and blood, the stronger he becomes, and the stronger the curse takes hold. Soon, he leaves all traces of his former human life behind as the beast takes hold, transforming him into a hybrid mockery of a man and his animal aspect. Once turned, there is no going back.

Every Skin-walker has an aspect - the type of animal they become. Bears, bats and wolves are the most common, but there is as much variety among skinwalkers as there are among any animal of the wild. Skin-walkers are humanoid and walk upright on two legs, though they resemble their aspect animal, along with hands and feet often turning into claws or talons.

In games, a Skin-walker gains an attribute bonus and a special ability that counts as a mandatory skill based upon their animal aspect. If their Intellect is high enough, they may learn additional skills as normal. Skin-walker's clawed hands are treated like two 1-handed melee weapons, and in addition many of them posess special attacks which work the same as a human would use a weapon.

Skin-walker Aspects:

Bear: +1 Strength
Crushing Blow - In melee combat, every roll of 6 to hit lowers the target's DP by 1.
An Alpha Bear gains the Knock Back attack for free, as he charges his enemies and sends them flying backward.

Crocodile: +1 Stamina
Thick Skinned - Thick lizard scales repel all but the strongest attacks. The Skin-walker gains +1 DP against any attacks of Str 4 or lower.
An Alpha Croc gains the Grapple attack for free, as he holds onto his prey and spins them around.

Wolf: +1 Intellect
Pack Hunter - When attacking in melee combat, a wolf gains +1 D6 to hit for each friendly within 2".
An Alpha Wolf gains the Jugular Bite attack for free, as he tries to rip the throat from his victims.

Hawk: +1 Strength, Flying
Bird of Prey - Hawks swoop down on their prey, if they enter melee combat after flying, they gain +1 MC for their first attack.
An Alpha Hawk gains the Blinding attack for free, as he pecks and claws at his opponent's eyes.

Bat: +1 Stamina, Flying
Radar Sense - A can always sense what's going on around him, and enemies never receive a bonus when attacking him from behind.
An Apha Bat gains the Deafening Screech attack for free, to disorients his oppoenents.

Moth: +1 Quickness, Flying
Cocoon - A moth can spin a cocoon around their enemies. A cocooned model is trapped in place and cannot move unless it breaks free on their activation, making a strength roll with a target # of 4.
An Alpha Moth gains the Dark Omen attack for free, spreading doom and despair to the enemies around him.

This message was edited 1 time. Last update was at 2013/01/11 00:52:30


   
Made in us
Dakka Veteran





Hampton Roads, VA

You had me at Jackalopes. I might have look into this game now. Fear the bunnies!

"Hi, I'am Cthulu. I tried to call, but I kept getting your stupid answering machine."
Love's Eldritch Ichor

Blood is best stirred before battle, and nothing does that better than the bagpipes.

 
   
Made in us
[DCM]
[***]









Weird...
   
Made in us
The Last Chancer Who Survived





Norristown, PA

The Blackwater Gulch jackalope is different. as big as a medium sized dog.. Matted fur, long, sharp claws and pointy teeth. Leaping through the air, ripping heads off.. just like the dreaded flying bunny that could only be killed by the Holy Hand Grenade of Antioch.

   
Made in us
[DCM]
[***]









...only bigger!
   
Made in us
The Last Chancer Who Survived





Norristown, PA

Yep, but also with horns and nasty, big, pointy teeth

   
Made in gb
Willing Inquisitorial Excruciator






Hmmm undead cowboys could be fun, maybe a preacher whos prayers really get answered? :O

- 1250 points
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GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.  
   
Made in us
Been Around the Block





I love all the suggestions. They sound great. The undead cowboys though I'd really like to see. Mostly because I already have several figure to use with them.
   
Made in us
Regular Dakkanaut






I would like to see a gang of undead Mexicans dressed in a gaudy "Day of the Dead" style. I've seen a number of undead cowboys, such as the ones in Deadlands, but I've never seen figures that capture the fanciful Mexican theme. They could be carrying musical instruments and dancing, or decorated with flowers and elaborate clothing. The Mexican necro-saint "Santa Sebastiana" could be the gang leader or possibly a special character.

I think they would make models that are visually interesting and very unique, especially in contrast with the usual "shambling corpse" undead you see in other games (and I think it's very important to look for concepts that haven't been done before).

I'd like to knock out some concept art for what I have in mind, but I know most businesses don't accept unsolicited submissions, so I will await your permission.

http://www.artfulvagabond.com/wp-content/uploads/2010/10/Catrinas.jpg
http://www.journeymexico.com/blog/wp-content/uploads/2010/10/dia_de_los_muertos_lg.jpg
http://ambergrisdaily.com/wp-content/uploads/2009/11/mexico-day-of-the-dead.jpg
http://en.wikipedia.org/wiki/Lady_Sebastienne

- Solo Sam

cowboyminiatures.blogspot.com

This message was edited 1 time. Last update was at 2013/01/13 19:54:51


 
   
Made in us
The Last Chancer Who Survived





Norristown, PA

Sure I'm all for audience participation If you have any ideas feel free to share em! I can't guarantee I'll use everything but I always love to see what other folks come up with.

but undead stuff will be a little ways off .. We're going to do the skinwalkers and other animal folklore beast kind of stuff. Then the undead zombies, ghouls and vamps will get their very own separate expansion afterwards and they'll be the 3rd separate race. I'd definitely like to do mexicany inspired stuff with them though.

   
Made in us
Regular Dakkanaut






Cool. I drew this sketch this evening, to represent a festive "Day of the Dead" skeleton.

If this were a mini, I would totally buy it.

[Thumb - pic1.JPG]

   
Made in us
Fresh-Faced New User




Mesa, AZ

Kelly–Hopkinsville demons would fit very well.

   
Made in nz
Parachuting Para-Commando




Auckland, New Zealand

I'm liking everything I've read so far. It will be nice to have another game I can use my AE-WWII Skinwalkers in, and I'm sure my wife will get a kick our of Samuel and Dean Manchester.

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Made in us
Longtime Dakkanaut




Louisiana

I just finished writing up a beta version of a set of house rules and modified campaign rules for Blackwater Gulch to use in a weird west campaign.

I designed a wild west fantasy LARP called Exiles, and ran it in Ohio for about 5 or 6 years before I had to move. After reading the Blackwater Gulch rules it occurred to me that the system would serve as an excellent base for an Exiles miniatures campaign. As you are interested in adding weird west elements to Blackwater Gulch, I thought that you might be interested in my BWG house rules.

Bear in mind I haven't play tested any of this yet. This is just a preliminary version of the house rules. I added in rules to make things a bit more Exiles-ish, the foremost being player XP banks, tiered professions, heroic skills, and some rules for supernatural stuff.

The files can be viewed on my Google Drive Here

The campaign system is designed more like Warhammer Quest in that the players control characters that cooperate in scenarios played against enemy models controlled by a GM, in this case referred to as the Governor.

A lot of work still remains, including making price lists for new equipment, designing the tier professions, making stats for supernatural bad guys, and so forth. The standard professions are all completely mundane, of course, and you will note that I ditched Bounty Hunter and replaced it with a profession called Gentleman which is a critical component of an Exiles game.

The tier professions are typically more supernatural, and they will be based on simple conversions of Exiles tiered personas. BWG is just really handy for an Exiles-themed game . The tiered professions will include things like undead, steam-punk cyborgs, mad scientists, lycanthropes, crazed hillbillies, cultists, and so forth. The basic idea is that a tiered profession starts out just like any other profession (10 XP) and gains XP like a normal character, but has a combination of access to more powerful skills and/or starting stat bonuses and special abilities. Tiered professions do not advance beyond 100 XP, never become Gang Leaders, and do not gain Heroic Skills. The Heroic Skill system allows long-lived base profession characters to keep pace with more powerful tiered professions and provides an incentive to keep mundane characters active in the game.

For example, Skeleton will be a tier 1 profession. I have not formally written the Skeleton rules, but it would go something like this:

Starts with 10 XP
Gunslinger Profession Ability
Starting XP Attribute points must be put into Stamina
Stamia Attribute may not be greater than 3
+1 Ranged Combat
+1 Quickness
Always considered to be in Soft Cover
A Doctor's Revive ability will never bring a Skeleton beyond 1 HP
Special Ability: Harvest Bones - A Skeleton within 1 inch of a prone model may spend an action to regain 1 HP. Performing this action on a model that is not Good as Dead counts as a Coup de Gras.

This message was edited 5 times. Last update was at 2013/01/16 21:31:33


Kirasu: Have we fallen so far that we are excited that GW is giving us the opportunity to spend 58$ for JUST the rules? Surprised it's not "Dataslate: Assault Phase"

AlexHolker: "The power loader is a forklift. The public doesn't complain about a forklift not having frontal armour protecting the crew compartment because the only enemy it is designed to face is the OHSA violation."

AlexHolker: "Allow me to put it this way: Paramount is Skynet, reboots are termination attempts, and your childhood is John Connor."
 
   
Made in us
The Last Chancer Who Survived





Norristown, PA

Good ideas all around.. I'll have to give some of it more thought

   
Made in us
Fresh-Faced New User




Mesa, AZ

Looking forward to using Wyrd and Crunch-Waffle jackalopes and those dust-collecting werewolves from a dozen other games!
   
Made in us
Fresh-Faced New User




And they make a very mean-looking jackalope for Malifaux as well. Several of their models would be able to be ported over to a Weird West genre...
   
Made in us
The Last Chancer Who Survived





Norristown, PA

Some new stuff

Changing the names around a bit ... The new faction/race is just called "Beasts" .. some are supernatural and some aren't. Were-things will be supernatural. Then we'll have Alpha beasts as "gang leaders", Monsters as Hired Guns, Fiends as Professionals, Familiars as Henchmen and Varmints.

Here's the skills for Beasts.. some are the same as humans, some are new. Also, since I'd like to add all new level 5 skills for humans, I guess I gotta come up with level 5 skills for beasts too so they all match. But, here's what I have so far...

Beasts earn special skills as their Attributes increase, the same way humans do. These are listed in brief on a model's Character Card and also detailed below. Like humans, a beast may have an amount of skills equal to or under its Intellect Attribute.

Strength Skills:
4: Bestial Strength - Your opponent must reroll one successful D6 from his saving throw in melee combat.
6: Trample - The beast may trample opponents if he runs or sprints, using the trampling rules as horses.

Quickness Skills:
4: Sprint - The beast may run incredibly fast over open ground. Instead of running normally, it may roll 2D6 and add them together for its running distance. The beast may not enter melee combat if it sprints, even if it is Supernatural.
6: Danger Sense - The model gains +1 Defense. This will already be added to the attribute on a model's Character Card.

Stamina Skills:
4: Thick Skinned - The model may reroll 1D6 from a failed saving throw.
6: Bestial Vigor - The model gains +1 Health. This will already be added to the attribute on a model's Character Card.

Intellect Skills:
4: Fearless - The beast gets -1 to its target number when making a morale roll.
6: Cunning - The beast may posess abilities 1 level higher than its RC or MC Attribute without a penalty. For example, a beast with a MC of 3 can use abilities as high as level 4.

Ranged Combat Skills:
4: Empowered - Ranged abilities may add +1D6 to range.
6: Weaponbeast - May use 2 ranged Abilities per turn, 2nd Ability at +1 to hit.

Melee Combat Skills:
4: Vicious - The beast may use 2 melee Abilities per turn, 2nd Ability at +1 to hit.
6: Frenzied - The beast may charge into melee combat, and attack after running or sprinting if it ends it's movement in an enemy's personal space. If the Beast is Supernatural, it will have no to hit penalty from running or sprinting.


Still working out the Abilities (weapons) for beasts. There will be 3-4 per level, Ranged abilities, melee abilities and general abilities that use other attributes for rolls.

   
Made in us
Longtime Dakkanaut




Louisiana

It is interesting. I like that it is mostly along the same lines as the existing system with just a few stylistic tweaks.

I think your general Abilities are going to make or break the Beasts rules, unless the "Profession" abilities add the bulk of your necessary character. For the most part I expect that the Abilities will match the str and such of the melee weapons and firearms, with flashier, more beast-like names. The General abilities are where you can really start to define what makes Beasts different from Gangs. I think, though, that it may serve well to limit Beasts in some way, so as to avoid giving them most of everything that Gangs have, plus cream on the top.

Gangs do not have a substitute for General Abilities. There's thrown weapons, weapons that cause Fire, and Explosive weapons. So if Beasts have General Abilities, either Gangs should have something comparable, if different, or the Beasts should be limited in some other way, such as by having weaker Str ranged weapons with shorter ranges or lacking Abilities that do the same sorts of special effects as Gang weapons.

Keeping Beasts as generic as Gangs allows you to go in the same direction as the core BWG rules, which is a broadly applicable set of rules and a bunch of model sets that suit your personal flavor of fluff. It also allows players the flexibility to design their own visions of Beasts, rather than having Skinwalkers be a thing by itself.

One thought could be to have a set of generic General Abilities that all Beasts have access to, but have specific sets of General Abilities replace the generic General Abilities. This could be a change, for example, depending on special Alphas and could be a substitute for an Alpha's normal Fiend ability.

So you could make a pack of wild west vampires, for example, and the Alpha vamp's character card says he has no Fiend ability, but Beasts in his pack may take the following General Attributes of levels 1-6. That could also help to push model sales and provide a platform from which to introduce new, fresh additional rules without having to reinvent the wheel with each boxed set of miniatures.

Kirasu: Have we fallen so far that we are excited that GW is giving us the opportunity to spend 58$ for JUST the rules? Surprised it's not "Dataslate: Assault Phase"

AlexHolker: "The power loader is a forklift. The public doesn't complain about a forklift not having frontal armour protecting the crew compartment because the only enemy it is designed to face is the OHSA violation."

AlexHolker: "Allow me to put it this way: Paramount is Skynet, reboots are termination attempts, and your childhood is John Connor."
 
   
Made in us
The Last Chancer Who Survived





Norristown, PA

Yeah the abilities are basically the same stats as the weapons. Like a tail swipe is basically just a bowie knife, giving you +1 str and parry.

General abilities are things that give weapon kind of bonuses, like rerolling a missed D6, getting an extra 1handed attack. And then other stuff like wings or burrowing. Abilities are basically just weapons for monsters A werewolf isn't going to run around with a repeater, but they can still get an attack that will let them add a D6 to their to hit roll.

But then there's also things like humans getting artillery, monsters won't have that at all. So they will also have some abilities that humans don't. There has to be something unique and cool and special about playing a beast gang, other than just the models. For humans I want the defining thing to be access to lots of guns, so they're the shootiest faction. Beasts are the big melee faction. Undead will be kinda a little bit of both.

   
Made in us
The Last Chancer Who Survived





Norristown, PA

So here's what I'm planning for abilities so far

Many beasts posess special Abilities and powers that set them apart from mortal men. Like human weapons & equipment, Beast's abilities are ranked by level and choosing an ability will add XP to the Beast's total. For example, a Familair with one level 3 Ability will add have an XP of 78.

There are 3 types of abilities: Ranged Abilities, Melee Abilities and General Abilities. Ranged Abilities may only be used as a Ranged Combat attack and are treated as thrown attacks, using the Beast's strenth plus 1D6 to determine range. Melee Abilities apply to Melee Combat attacks. General Abilities are something a beast is always able to do, no roll is needed.

The Strength of each attack is based on the Beast's Strength attribute, and is modified by some abilities. Abilities that add to a beast's strength may not be combined. For example, a beast may not have a Powerful Strike and Rend & Tear, but it can have a Powerful Strike along with Venom Spit.

An Alpha may have 4 abilites, consisting 1 special ability for their animal form and 3 chosen below. A Monster may have up to 3 abilities, a Feind may have 2, a Familiar may have 1 and Varmints have none. Beasts may use only 1 combat or Alpha ability per turn, unless otherwise noted.

Melee Combat Abilities

1. Leaping Strike - Attack models 2" away.
2. Vicious Bite - +1 str, melee only
3. Ferocious Swipes - Add +1D6 to hit
4. Powerful Strike - +2 str, melee only
5. Slam - target knocked back D6". Treat as falling damage if it comes in contact with terrain or another model
6. Rend & Tear - +3 Str, melee only.

Ranged Combat Abilities:

1. Musk Spray - Target that fails to save will run 1D6" away from the Beast, but is otherwise unharmed and may be activated normally.
2. Venom Spit - +1 str, ranged only
3. Spine Shooter - Double str for range
4. Corrosive Spit - treat as flaming attack
5. Rock Toss - +2 str, ranged only
6. Explosive Spit - Treat as explosive attack

General Abilities:

1. Climbing - The beast may scale vertical surfaces such as walls and move up or down them following the same rules as going up or down a flight of stairs.
2. Tail Swipe - +1 DP in Melee Combat (parry)
3. Flying - This creature has wings and when moving it may choose to fly up to 9 spaces and ignores all terrain obstacles in it's path, however it may not end its movement inside a building. It the creature decides to walk, it may only move up to 6 spaces as normal and may then enter buildings. After flying, it my attack as normal.
4. Burrowing - This beast may burrow underground in it's movement phase, and it ends it's activation. On the next game turn, it may be activated and appear anywhere on the board, but must be at least 6" away from any enemy model or piece of terrain. Reapparing counts as the beast's movement for that turn, it may run, but not sprint.
5. Camoflauge - The Beast is able to disguise itself and blend in with its surroundings, granting it +1 DP from ranged attacks.
6. Progeny - The beast has bound a recently cursed Skinwalker to its will. You may add 1 Human Henchman to your pack for each Beast with the Progeny ability.

   
Made in us
Longtime Dakkanaut




Louisiana

The rules are interesting, but I note that Beasts have access to Abilities that cause both Flame and Explosive attacks.

It seems that what distinguishes Beasts is a distinct lack of range. My question would be how well this lack of range balances against the Beasts' ability to move swiftly and more efficiently, which appears to be the basis of the General abilities.

In other words, the Beasts seem to possess abilities that help them to counteract their inherent disadvantage vis a vis human gangs (sprinting, ignoring terrain, removing themselves as a target, +1 ranged DP). Is it a nice, balanced wash, or are beasts going to be all up in your grill before you can get a good shot off? The question is not rhetorical. I am curious what you have seen in play testing.

Kirasu: Have we fallen so far that we are excited that GW is giving us the opportunity to spend 58$ for JUST the rules? Surprised it's not "Dataslate: Assault Phase"

AlexHolker: "The power loader is a forklift. The public doesn't complain about a forklift not having frontal armour protecting the crew compartment because the only enemy it is designed to face is the OHSA violation."

AlexHolker: "Allow me to put it this way: Paramount is Skynet, reboots are termination attempts, and your childhood is John Connor."
 
   
Made in nz
Parachuting Para-Commando




Auckland, New Zealand

 Necros wrote:
2. Vicious Bite - +1 str, melee only
5. Slam - target knocked back D6". Treat as falling damage if it comes in contact with terrain or another model
4. Burrowing - This beast may burrow underground in it's movement phase, and it ends it's activation. On the next game turn, it may be activated and appear anywhere on the board, but must be at least 6" away from any enemy model or piece of terrain. Reapparing counts as the beast's movement for that turn, it may run, but not sprint.


Anyone interested in a Graboid faction?

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Made in us
The Last Chancer Who Survived





Norristown, PA

Actually haven't tested anything yet, still getting it all down on paper. Humans have guns and have a range advantage, beasts aren't meant to be shooty, so they wanna get in your face faster. Kinda like tyranids

 cybogoblin wrote:
 Necros wrote:
2. Vicious Bite - +1 str, melee only
5. Slam - target knocked back D6". Treat as falling damage if it comes in contact with terrain or another model
4. Burrowing - This beast may burrow underground in it's movement phase, and it ends it's activation. On the next game turn, it may be activated and appear anywhere on the board, but must be at least 6" away from any enemy model or piece of terrain. Reapparing counts as the beast's movement for that turn, it may run, but not sprint.


Anyone interested in a Graboid faction?


No Comment

   
Made in us
[DCM]
Courageous Space Marine Captain





SoCal

I am really excited about this set of expansions and models, but one thing bothers me:



 Necros wrote:
Yeah, Mothman might be a little more modern, but we'll give him a western spin. I wanted to do some kind of were-insect and figured that would be a good one.


Mothman, the "cryptid", is not in any way insectoid! I would love to buy a Mothman model based on the creature, but an insectoid mothman would not look right.

Still, the Jersey Devil is pure gold. Any chance of a Flatwoods Monster or Kentucky Goblins?


And graboids? Yes-yes-yes-yes-yes![/Nicholas Cage]

This message was edited 1 time. Last update was at 2013/02/02 18:13:39


   
Made in us
The Last Chancer Who Survived





Norristown, PA

Yeah I was thinking that too about the mothman.. wasn't sure how to handle it.. I want to do some kind of were-insect, just seemed like that would be a good way to go because of the folklore and stuff. Could also do something more based on a locust? Want to go for something kind of like a more man-looking tyranid, as in segmented shell/carapace instead of skin.. or like Aliens, without the wiener head?

   
Made in us
[DCM]
Courageous Space Marine Captain





SoCal

There's the Brundlefly, from The Fly. You can make a model that looks like him (he could even be an homage character in the next Kickstarter--Dr. Brundle Goldblum?) to get that human-insect combination. Maybe he could be some sort of skinwalker or a mad scientist?

   
 
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