well, i've been thinking,
and, i know , its Orctober,
"more than this,
haha, haha haha,
Letz go orcs, we live forever
Automatically Appended Next Post:
its time for Orcs,
"like i promised, the characters and additional rules for Orcs,
Ghazkull thrakka, power 8,
in Orc army the power of 8 is achieved by characters
this forces the cooperation between clans, to achieve big goals
means, big chaos in action and total mayhem,
Ghazkull,
"adds, +2 vehicles , "and allows, 1 super-engine modification,
for orc flying space-ship, but a player cannot employ copters
from "special alien employ", also player cannot play
"mission card, "Assault", "Fast attack", and "Double fire", player
can add +2 bikers, to any single biker model , "up to maximum 5 bikers"
well, comment to Ghazkull, is that , "he can really reinforce the biker units",
but, the drawback is that , almost only Bikers will be acessible,
my thoughts on building this game modification is, that you can learn,
the rules together with units, which is very helpful, so - its clear,
we dont only have infanty, also bikers and so on,
but the biggest bonus for this , is that you can put on the playing board,
miniatures of your favourite warbosses, and so on
"Orcs focus on , acquiring Relics, and therefore gaining "a menace factor"
which as the orc bosses know, gains acess to "goods , respect, and the
victory in battle",
the Orc player who , gained acess to Relic, can "claim initiative, during opponent
turn, but only during , Battle or "When the Artifact card is on the table",
Kaptin Badrukk,
"a renowned orc Warboss, who allows Total mayhem, "advancement",
a card, that allows all orc, attack 3 squares ahead, "he also comes with "Bad moon ally",
card, which gives,
+1 Freebooterz, per turn,
+1 to guns advancement
War plans,
Freebooterz who represent the Mobz,
give +1 to roll when, adding new vehicle advancement,
and, +1 when rolling for artifact control
well, comment from me is - that designing this is, a compromise between , the players desire to have
more simplicity, and more action,
and asking, how much really you can get , and usually, the best is
adding completely new invention to game,
which seems, the armies to work on a different rules , but - is explained later as "the army
typical special approach to subject of , some battle problem, "
Next, in 9th edition greatest orc hero,
Snikrot, prophet of Armageddon
Armageddon, Prophecy,
"aware of the armageddon prophecy, that he saw,
Snikrot adds, +2 to "Risk table", during
Copter bombardment, and aerial combat
"nuff of this, we cant give any more abilities to Snikrot right now, because - this is already alot,
without any game tests, the story looks just like that, and - anybody who plans to design
a, simple board fantasy
sf game, can guess - this is mostly a simple story,
but, with numbers
Zagstruk, and Stormboyz,
"Zagstruk, allows "Claw inventions"
+2 to dice modification, and he allows buying Stormboyz
(destroying enemy structures)
also, Zagstruk, gives ability to bring,
Killa kans, in battle ability phase, and Deff dread,
in fight phase,
the Battle phase order is as follows,
1 Start
2 Voice of command
3 Atributes
4 Voc
5 Abilities
6 Voc
7 Fight
8 Voc
Mad dok Grotsnik,
"allows , +2 additional painboyz,
above limit (of maximum 5), and gains
"Snakebite ally ", card
Snakebite "For the tribe, and the fang , "
allows +1 squiggoth,
Deathskullz, "Power of Mek weaponry"
"having , a "Deathskullz, ally , card from,
Diplomacy (Trade and Advancement),
allows "to add, even +2 Shokk attak gun,
Blood axe , Flash git inventions
"charge, and deploy ,
"wall of allies,
"monsters,
Evil sunz, Tricks and Treachery,
Trukks, and speed boost,
Bad moon, Strength in numbers
"Armours and shootaz,
Goff, "unmask, the hand of Gork"
"scars of da Plan"
"Battle veteran of Goff,
( not finished yet, as complete rules for game )
Mozrog, da Ally,
"Mozrog Skragbad, comes into play, on "giant steed Gutmaw, and
allows later equiping army with mega-vehicle Big Chompa (cost, power 6)
Zodgrod,
"allows, buying Nobz, for one Power dice,
in number of two,
also adds, +2 to Advancement roll,
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okay, after this Whole Chaos and Bad ideas, that work so good in battle
we, have some peace order and organisation,
Tau
"tau can attack , with kroot hounds, each "O'shovah commander
adds +2 to dice roll, "how far kroot can jump"
"tau, can put sattelite mark, on square or province , but not
on a "central square"
during their turn, tau can teleport, a number of infanty equal
to "satellite mark, to a square or "to a province", but
-1 for each enemy infanty unit in that area,
"an emissary, or a "a tau etheral,
can, "claim a province , and put the structure next turn,
"if tau player has enough points of power,
4, power points , 1 structure
5 , power points , 2 structure
6, power points , 3 structure
each character, a commander,
and etheral "generates 1 power point",
per turn, for tau
"a tau colony, "that has 4 or more, structures can build "1 tank,
battlesuit, or drone escadre , for each 2 power point spent
Tau multi-sensor system
identify
detect
definitions
Targeters, objects and targets
location,
armours,
bombardments,
the systematical approach to subject of proceeding a battle , by Tau faction, seems very atractive, but has a certain drawback,
because Tau, rules say that must produce units - and attack,
and, the strategy to build a very big and powerful army, probably wont work, for Tau,
well, this problem hasnt been solved yet, how to allow Tau, "specialisation" , because
the Astra militarum, aims in strong units, and Tau is a very strategically , hard to play faction
Hunters and duels,
Battlesuit, Heavy battlesuit, Teams, Pathfinders
Aeldari "Here comes war, something you cant avoid in the galaxy"
Eldar try to find, line of fire, and power up the strength of attack, with ambush,
speed, and "suprise factor",
Escape and counter attack,
Dances , legends, traps,
well, thats all for today folks,
sadly to admit, i dont have more , concrete rules,
for this armies, but - i'm expecting i can add
new, ideas soon
best wishes,
jake x-files