Switch Theme:

Forbidden stars, new armies , game modifications , part 2  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in pl
Steady Dwarf Warrior



Wroclaw , Poland

// i wrote this on Reddit , but it was removed due to off topic spam scan regulations


// have fun


i am , preparing for playing my Necron army in Kill team,

so, i thought maybe a few ideas on Necron army, in Forbidden stars , miniature board game



this far, Wh40k comes with two armies that have very high , fun factor and alot of Fans , the Necron and the Orcs, which i think is result of very good fluff , and so on



i think Indomitus - New 9th Edition Starter Set , is a very good idea, personally i think Necron are very strong army, and it can be good idea if you plan your future in Wh40 , like in Kill team



so, here is my ideas on Necron in "Forbidden stars" , the continuation and next armies i will publish in later

so, stay tuned



Necron



the Rules, nemesor

"the rule of necron, called "the nemesor", tells "to build each turn, a Reactor or Energy core",

if necron dont put a new structure, they must pay 1 point of power for each structure, or lose 1 infantry unit



the Ability to ressurect, Necron units during Voice of command , phase makes them incredibely strong



on , this level of building modification of rules, i think , its not impossible that Necron army grows really big, because Points of power are given for each character that , army has in Forbidden stars

and, losing 1 point of power can balance , the number of Buildings, and number of Characters with size of army that player has



Battle-forged, cryptek

detachment , link +2 to hard cover

stratagem , full force +2 cards arcana



Crusade , +2 to finding new artifact each turn

Relics, +1 to roll, attaching an artifact to character

Dynasty, "3 artifacts , to randomize before game"

Agenda, 2 or 3 starting infantry units,



game Sequence can look like this :

Phase of Intrigue , generating random events on table, like Artifacts or Missions

Phase of Politics, moving units, building new structures, buying new units

Phase of Battle , Fight and Combat

Phase of Diplomacy , Trade and Advancement



Data-link , agenda "+1 to adding structure to link"

Wargear , "+1 to adding weapon to character"



Warlords and C'tan

"only one C'tan can be in an army"

"C'tan can gain up to 3 powers,

each power of C'tan allows up to 3 additional bonuses during game



Combat and Patrol

"Pharaoh, Warlord, or a "Royal court character"

each add, +1 to combat dice roll ,

"Overlord or a King, allows a Patrol,

and, gain of "Control marker", on province



Detachments and abilities

"detachments can link, to gain +1 dice

"detachment gains +1 to roll, during combat phase and fight phase

"detachment is , 2 or more linked units

"Detachment can choose, a Rune or a dynastic code



"Detachment that is linked, can cancel a "Chaos god", "Eldar fate markers, and doom counters",

or, "Imperial agent"



-

This far this is enough for Necron, meanwhile i will try to expand, the tables and the rules, of Trade and Advancements



Imperial

"player of imperial can play, Project cards, which allow taking a province,

by putting, "3 Project cards, with, 5 power dices"

or, in any combination of Project and Power dices, that sum to 8,



the number that player must roll to sucess, is "Dices - number of Cards"



the modification of Project mission, is called Agenda

and it allows changing the required to success , dice result



"Characters add +1 to Project, agents allow "playing for bigger number of structures, to win



3 Projects, 1 structure

4 Projects, 2 structure

5 Projects, 3 structures



example, "3 Dices - 5 project / 3 special characters, "add +3 for Characters



Phase 1 , win maximum 2 structures, minimum dice roll +12

Phase 2, win maximum 2 structures , minimum dice roll +15



(maybe its not impossible, to win 3 or 4 structures , at one with Projects, but - time will show how Imperial will look with this modification of "Forbidden Stars" D



Imperial agents can add 1 dice in phase 2, and, +1 to result if there is 4 or more of them



thanks for reading,



next time i hope to write about "Eldar, Doom bolts, Doom fire and Hail of arrows strategy card, for this faction, also describe Tau multi-sensor system, Tau targeters, "Hunter and duels", Tau mission card, for Advancement level 3 "Battlesuit, Heavy battlesuit, Teams, and Pathfinders"



and, Orc Clanz, and orc Characters that allow adding missions, and "Orc Clan Ally card,



Ally of Snakebitez, ally of Bad moon,



your warboss, Flashgit Snaggzta




Automatically Appended Next Post:
Forbidden stars , Wh40k board strategy (part 1)



Hi,

like everybody i was waiting for new 9th editon in Warhammer 40k, and finally its here

New codex, and new rules, slightly differ the armies from 8th edition, and thats great



Despite i still wait for Astra militarum codex, and World bearer chaos space marines, i have some ideas to share, that come from Aero Imperialis new box, Wrath of Angels



This game , Wh40k was fascinating me, for very long time, "the hail of fire bursting from barrels, and the grenades exploding, this is something"



Also, i after seeing Forbidden stars , i was thinking about making a modification of this game , that adds new and more complicated ideas,



so, here it is, Number 1 of the Galaxy, the Orcs



(please note, according to new 9th edition Warhammer 40k Orcs codex)



Orcs,

Context,

"orcs, build , small settlements with large

number of small huts, equiped with heavy guns, called "clanz"

(building with mounted, guns orcs call, "its a clanz", or say "its a clanz, with dem, there")



Background,

"orcs, employ both magic, and technology,

to attack, which they cant achieve without medical

intervention of painboy, chemicals, and magical substance"



Introduction,

"orcs try to keep, the tokens, and markers close, in one pool"

also, they try to invest in building , large groups,



Might makes right,

"usually, orcs try to , invest

in big vehicle and send it, to a conquest, mission,

"orcs begin game with units of Strength 2,

and 3 Assistants, either "painboy or weirdboy"



Robust ecosystem

"dividing among species, of orcs, the squig , squiggoth, and other species,

orcs try to gain mutation, or direct to "force fields generators", as inventions



Orky kultur,

"starting conquering, as soon

as possible, orcs try to develop chemical gasses, for attack and the "Rebreather gas-mask",

as the first Artifact,



Power of wagh, mork and weirdboyz,

"the study that weirdboyz make, allows them to, add , up to +1, new Mork spell, each turn,

"up to 5 different spells", and 8 magic power cards , in total"



Gork and the warp,



"the inventing, of Force field generators , allows the mek, to build, Weird-inventions, and

use "power and magic together", to teleport , to an area distant even 3 squares ahead



Da old ways,



"orcs follow, old trait of competition, and each settlement , of 3 orc-hut, adds,

1 dice to , a "pool of conquer", which allows (orc infantry) , jumping d6 squares



( this is, if the infantry , is on a square , where there is , a orc settlement , of "3 or more, orc-hut")



Simple solutions, beasts and snaggaz,



"double mark, is allowed, in ork kultur, even in Advancement level 1, even from phase 2 of Turn of Combat"



the markers, indicate "unit attacking or defending"

also, they indicate "soft cover", or "hard cover"



simple solutions allow a unit having more than one mark, on unit



Orky know, Pain and gain

"additional , Mek inventions , and increased number of Mek guns,

is allowed if the number of Painboys, is above 3, and bigger than number

of Weirdboyz,



Engines and vehicles,

"orcs can travel , up to 3 squares ahead, if they have engines,

and +1 if they stationary a base"





(short word of explanation, the Board for Forbidden stars, one province ,

has, 4 squares and one central square, game for 2 players has 6 provinces)



Tribes, clans , warbands



Clans vs Mobz,

Warbands, vs Clans

Mobz vs, Warbands,



the player must check, the Orc Balance, each turn, and makes it as follows,

"draws one card of Mork spell, indicated "mob, warband, or clan"



and rolls a dice,



then , "draws a card again,

if the card, has the same tribe, then - player , adds 2 power dices, to Power,

and, "rolls a dice for, new bonus units"



If the Tribe card, is different, then player must consult a Table,

Clans are stronger,

Mobs , are bigger,

Warbands, are better,



"Orcs , because they are big, even huge, begin game with basic units, of strength 2 and higher"



Big unit, strength 3,

Huge unit, strength 4,

Titan , strength 5,





This, is part one of my Forbidden stars, board strategy game modification,



"I hope you like it, and it inspires you for playing this game or, other GW Games", like War Cry, or Underworlds, which i'm hoping to do too, soon



also i'm looking forward to look at Kill Team, because i havent had chance yet to play this game,



i have Necron, Tau and Imperial , also i will try to do Eldar "Ambush , Speed, and Suprise factor", faction





best wishes


jake



This message was edited 2 times. Last update was at 2021/10/13 16:25:56


 
   
 
Forum Index » Other 40K/30K Universe Games
Go to: