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Made in gb
Fixture of Dakka







Jake Thornton put this up on his blog. It looks like an interesting variant and a chance for you to get more toys onto the field like the medic and Peacekeeper Captains.

http://quirkworthy.com/2014/01/18/deadzone-code-13/ wrote:Code 13

The elite forces of the Corporation, Rebels and Marauders are the best they have to offer, but even these outstanding warriors sometimes run into enemies they find a challenge. Asterian and Forge Father armies have fought across the stars since Humanity was grubbing around in the mud, banging rocks together to try and make fire. It’s not surprising that individuals in their elite units are often better than their Human counterparts.

In response to this, High Command sometimes calls a Code 13 mission. These are more challenging than normal missions and the chances of failure are higher. For this reason, more resources are available.

You can play individual scenarios or whole campaigns as Code 13. Just decide among yourselves whether you would like to play normal size or Code 13 games.

The game changes are as follows:

1) If you are playing a campaign then your initial Strike Force is 200 points instead of 140. You get one extra initial clearance. There are no other changes. This will give you more models, but their improvement will be more gradual.

2) Whenever a scenario defines a Strike Team as 70 points, you get 100 points instead. If the Strike Team is a different cost then it is limited by other aspects of the combat environment and does not change.

3) If the scenario is won using standard mission cards then the winning threshold is 13VPs not 10. Some missions may even need the Intel to be achievable. Nobody said Code 13 was easy!

Note that these changes apply to every faction, not just the Corporation. With their superior technology and unparalleled intelligence gathering, neither the Forge Fathers nor Asterians are commonly surprised by these larger enemy Strike Teams and move to oppose them with powerful units of their own.


It seems a decent variant for the moment.
   
Made in gb
Ghastly Grave Guard





UK

Very nice. Adds some more variety for games. My friends plague will be happy. 20 dogs, 2 generals and 2 type 2's
   
Made in gb
Is 'Eavy Metal Calling?





UK

Hmm, I might give this a go, mainly because I want to get the S1 and Peacekeeper captain on the field without gutting my selection options. Having more than half a dozen enforcers will be nice too.

The only issue I can see is it might be too cramped on a 2x2 board, but this may not be the case if people bring the bigger more expensive units rather than just flooding it with grunts.

 
   
Made in si
Foxy Wildborne







Looks like I'll need two Guntrack Mortars to auto-win now

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Made in gb
Ghastly Grave Guard





UK

You'd need another one since the faq making them indirect, scatter and making them not as good
   
Made in si
Foxy Wildborne







Motograter wrote:
You'd need another one since the faq making them indirect, scatter and making them not as good


Where can I find that?

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Made in gb
Ghastly Grave Guard





UK

Its on jakes blog. If you go to the marauders section of deadzone forum I think its linked there
   
Made in si
Foxy Wildborne







Well, that makes it even stupider. The errata reduces the odds of a first turn win because it now always scatters, but the minimum range now means that you're not doing anything at all in subsequent turns. So it's a 12 point unit that either wins the game before anyone moves or it does nothing at all.

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Made in gb
Ghastly Grave Guard





UK

Pretty much
   
Made in us
Near Golden Daemon Caliber






Illinois

I think the guntrack and plague mortar are meant for the bigger game sizes that haven't been released yet. Those with multiple mats and more than one strike team on a side. Same with the walkers I believe. Allows them to make more use of their ridiculous range. So if such things are dicey to use on a single map, but powerful if they work, maybe it isn't such a big thing?

Of course I still don't have any models or any games in past one in beta, so you may disregard all of my thoughts with a clean conscience

 
   
Made in si
Foxy Wildborne







I wonder if walkers will roll fewser Survive dice. It would make sense to have only 1 or 2 Survive di(c)e but 4-5 armour. That way those AP6 weapons might actually have a chance to even hit.

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