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Made in gb
Is 'Eavy Metal Calling?





UK

I've been thinking about this for a while, and I've managed to put together an intial experimental ruleset for using Corporation Marines in Deadzone. None of this has been tested yet, and of course any and all feedback is welcome. Here goes:
Corporation Marines in the Deadzone

Notes: These rules are intended to represent the Corporation in a defensive role at the onset if invasion by the Rebs or Orx, a Plague outbreak or a last stand of defiance of the Council’s Enforcers. As such, most of their missions and rules are defensive in nature. I intend to add some more military Corporation rules in future.

Corporation Trooper: 4 points
Trooper

Shoot: 5+
Fight: 6+
Surivive: 6+
Armour: 1
Command: 1-1

Overwatch: Move, Shoot, Blaze away
Abilities: ‘AAARRRRGGGHH! NOOOO!’ (See below)
Rifle: Range 6

(Based on the Rebs Human trooper)



Corporation Veteran: 6 points
Trooper

Shoot: 5+
Fight: 6+
Survive: 6+
Armour: 1
Command: 2-1

Overwatch: Any Short Action
Abilities: None
Rifle: Range 6

(+2 points for removal of AAARRRRGGH! NOOOOO!’ and extra command)



Corporation Special Weapon Gunner: 11 points
Specialist

Shoot: 5+
Fight: 6+
Surivive: 6+
Armour: 1
Command: 1-1

Overwatch: Any Short Action
Abilities: None
One of the following: Fusion Gun, Incinerator, Thermal Cannon (See Enforer Cards for details)



Corporation Sergeant: 12 points
Leader

Shoot: 5+
Fight: 5+
Survive: 5+
Armour: 1
Command: 2-2

Overwatch: Any Short Action
Abilities: Hold the Line (See below)
Energy Gauntlet: Range F, AP1
Pistol: Range 3

Corporation Ranger: 9 points
Specialist

Shoot: 5+
Fight: 6+
Survive: 5+
Armour: 1
Command: 2-1

Overwatch: Any Short Action
Abilties: Scout
Heavy Rifle: Range 6, Rapid Fire
Jump Pack

Corporation Heavy Weapon Team (Autocannon): 12 points
Rare
Size 4

Shoot: 5+
Fight: 6+
Surivive: 5+
Armour: 2
Command: 1-1

Overwatch: Blaze Away
Abilities: None
Autocannon: Range 8, Rapid Fire, Weight of Fire, AP1, Support, Deliberate


Corporation Heavy Weapon Team (Laser Cannon): 14 points
Rare
Size 4

Shoot: 5+
Fight: 6+
Survive: 5+
Armour: 2
Command: 1-1

Overwatch: Shoot
Abilities: None
Laser Cannon: Range 8, Single Shot, AP3, Support, Deliberate


Faction Special Rules:

‘AAAAARRRRGGGHH! NOOOOO!’:
The worst nightmare of any Coropration Trooper is being taken alive by enemy forces, where he will undoubtedly face a fate worse than a fate worse than death. All his comrades will do their utmost to grant their taken brother-in-arms a swift end.

This special rule has a different effect depending on if the opposing force is Plague or other:

Plague: If a Corporation model with this rule is killed by a Plague Stage 1 or 2 model (but not stage 3), replace it immediately in the nearest possible location with a Plague Zombie with the following stats- F6+ S6+ Sv5+ A0 C-/-

This model remains on the board for one full turn from its death, after which it is removed as the Plague takes full effect and kills him. The model is worth is worth one victory point to the Corporation player if killed during that turn, and 1 victory point to the Plague Player if it survives.

Rebs/Enforcers/Orx: When a Corporation model with this rule is killed by any means, lay the model on its side, or replace it with a suitable marker. It may then be carried by any model (from either side) other than a Zee (they lack the strength), and is worth one victory point to either player if they carry it off their board edge as per equipment.

‘Hold the Line’: The Corporation Captain can use this rule to take a ‘Get Mean’ action on behalf of a Pinned/Supressed Corporation model within 3 cubes. This can allow a model to ‘Get Mean’ twice in one turn, although this action may not be used to make him ‘Enraged’ (if the Sergeant activates first and uses this ability on a Pinned inactivated model, that model may subsequently become ‘Enraged’ in his own activation)


Missions:

Cut off the Head: The enemy commander has shown himself, and a bold sergeant realises he can end the war before it’s even begun… If all goes to plan.

Kill Leader: 3
Kill Specialist: 3
Kill Commander: 3

Hold the Line: The enemy are coming, the population fleeing. There can be not one step back!

Survive: 1
Control X: 3
Control Y: 3
Control Z: 3

Escape!: A unit has been caught and surrounded by enemy troops, and must make a desperate bid to run the gauntlet and re-join the main force.

Infiltrate trooper: 1
Infiltrate Specialist: 2
Infiltrate Commander: 3
Kill 0-10 point: 1
Kill 10+ point: 2



As Much Time As You Can Give Us: This unit has been tasked with holding a vital route to the fleeing population, and must buy them as much time as they can. Any damage done to the enemy will slow them down long enough for the refugees to escape.

Survive: 1
Kill Leader: 2
Kill Specialist/Rare: 2
Kill Trooper: 1


But What About My Stuff?: The unit has been given orders from on high to secure some vital research or equipment, something that will give them an edge or make a fleeing businessman very, very rich…

Scour: 2


Battle cards: use the Rebs deck, it works well enough.


Design notes:

Squad setup: I want this faction to really rely on numbers, so individually, they're crap, but dirt cheap. The idea is that they rely on heavy/special weapons. The Veterans are really there to make decent secondary commanders, I might edit them to be better shooters though.

Special Rules: The AAARRRGGH! NOOOO! one is something I have no idea about being balanced or not, but I think it fits the character of the army well, and could lead to some awesome moments (Saving Private Ryan from Alien Gribblys, anyone?). It'll need playtesting to be sure, and I'd like to add more faction-specific rules to it in future.

Missions are largely based off the Rebs ones as well, as the two factions strike me as fairly similar, more focused on missions than stand-up firefights.

So, have at it, tear it apart, give it a shot, why not?

Also, feel free to post your own DZ experimental/House Rules here, I'd love to see what everyone is thinking about expanding Deadzone.

 
   
Made in gb
Tough Traitorous Guardsman






These seem pretty cool. I love the idea of converting other races to Deadzone.

I've not seen any of the mars attacks human soldier stats for Deadzone, how do they compare to these?
Is there ay legitimate way to see those cards online?
   
Made in gb
Is 'Eavy Metal Calling?





UK

Cheers.

I don't know how the MA stuff compares to this, as I haven't really been following that, so most of this is actually based on the Rebs baseline, with stat and points boosts on top of the Human statline.

I might have a look at doing Veer-myn at some point as well, I don't have any myself, but I think they'd fit nicely into Deadzone with their tunnelling tricks ect being quite easily transferable. Maybe some rules allowing the ones with drills to move through walls or something?

 
   
Made in us
Near Golden Daemon Caliber






Illinois

MA cards don't yet exist, though I believe it's still set to be a single shipment so they should be available to backers sometime around august? I kind of forgot the due date on MA

The list looks pretty solid. The most balance issues may possibly come from the added rules, but they may be just fine too, would have to play test. It certainly sounds amusing

We talked about this over on the mantic boards a couple or three months ago, and we had fairly similar stats I believe. Can't seem to dig up the post though.

 
   
Made in gb
Is 'Eavy Metal Calling?





UK

I had a look on the Mantic boards, in the Enforcer and General sections, but couldn't see anything.

I'll try and get a playtest done tomorrow, and see how it goes. Anyone got any other ideas for more race-specific 'AAARRRRGGH' rules? I toyed with the idea of the Orx looting them (gain an Ammo token) if they get there within a turn, but I can't think of anything specific for Rebs or Enforcers (or the new factions, for that matter. I can't see Cyphers taking prisoners)

 
   
Made in us
Near Golden Daemon Caliber






Illinois

Yeah that's tough... and may make the list balance oddly against certain factions if you DO try to do something unique.

 
   
Made in gb
Is 'Eavy Metal Calling?





UK

A few observations after a couple of rounds of playtesting:

- The Special Weapon troopers need massively cheapening, at present the Enforcer SW troopers are actually cheaper. So I'm thinking 8-10 points.

- They might need a better/higher rank commander; a 3:2 might represent a Captain well.

- They put out a hell of a lot of Blaze Away fire. With half a dozen troops minimum, even with 5+ shoot, a lot of stuff gets pinned fast. It might be just good rolling, but in the last test against Plague, 2 Gen3s were taken out solely using Blazeaway by surpressing and then tripling on the second volley. I might need to tone down their shoot stat.

 
   
Made in us
Near Golden Daemon Caliber






Illinois

Three potential state changes, 1 armor 1 tough, would that not have reduced the damage to 1? I'm rusty so I may be mistaken.

 
   
Made in gb
Is 'Eavy Metal Calling?





UK

3rd Gens only have 1 Armour, not tough. The 2nd Gens have Tough, the 1st Gen has Really Tough

 
   
Made in us
Near Golden Daemon Caliber






Illinois

Sorry. Read it as 2nd gens when it was 2 3rd gens. Now it makes sense!


Automatically Appended Next Post:
The second gens do have both tough and 1 armor though right? They used to at least.

This message was edited 1 time. Last update was at 2014/06/08 17:36:54


 
   
Made in gb
Is 'Eavy Metal Calling?





UK

Yep, Tough and 1A for the 2nds, R. Tough and 2 armour wfor the 1st.

 
   
Made in us
Near Golden Daemon Caliber






Illinois

Yeah firsties were ridicutough before excessive force or whatever its called.
I think we had a special weapon ranger as well. I'm wondering if 9 points is overcosted since a rifle enforcer gets better shoot survive armor and so on. The ranger does have scout and better leadership though..

This message was edited 1 time. Last update was at 2014/06/08 18:00:10


 
   
Made in gb
Is 'Eavy Metal Calling?





UK

So maybe drop the SW troopers to 8ppm, Rangers to 8ppm, SW Ranger 9ppm?

Costing DZ is pretty difficult actually, as there's a far smaller range of point to play with than 40k.

 
   
Made in us
Near Golden Daemon Caliber






Illinois

Yeah I find it tricky. Especially when you compare two troopers like the commando and human reb. 1 point buys you all those stats? I think it must be written into the essence of the army a bit too. I'm OK with an identical unit having a different cost in two different lists, where other things have a different cost to justify it. Maybe some 40k armies get cheaper tactical squads because it balances out higher coated support units and so on. Maybe the reb troops are comparatively feeble but still perfectly viable for their faction and mission.

Vague stuff like that gives me headaches though so meep.

 
   
 
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