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  1. Vague rules:
  2.  
  3. You may never move more squares than your SPD in a turn.
  4. Most recent effects take precedence
  5. AP = Action Points
  6. Moving = 1 AP
  7. Attacking = 1 AP
  8. Abilities = 1 AP
  9. Aura: Like an upkeep. Pay 1 AP to keep it going at the start of an activation.
  10. Knockdown: Lose half your AP (rounding down) at the start of your next activation. If you're knocked down during your activation it ends.
  11. Movement Types:
  12. Heavy - See Space Hulk Terminators
  13. Medium - See Space Hulk Genestealers
  14. Light - Move to any adjacent Square
  15.  
  16.  
  17. The idea of the game is that you'll be placed onto a map as a party working together to achieve a mission. This'll probably entail killing a bunch of orcs, goblins, trolls or what have you as you cross a map to collect the item / save the NPC or whatever. You have to work together to overcome whatever's in your way and the enemies will get harder to beat as a game goes on. The map will be a bunch of squares (kinda like space hulk, but rooms as opposed to corridors). There's no dice, so you can't get fucked by RNG. Only other players. I think this is fairly balanced, let me know what you think!
  18.  
  19. ----------------------------------------------------------------------------------------------
  20. Tank:
  21. ----------------------------------------------------------------------------------------------
  22. Dirk Action, Warrior
  23.  
  24. SPD3
  25. AP 4
  26. ATK 1
  27. HP 10
  28. Reach 1
  29. Heavy
  30.  
  31. Passive:
  32. Bastion of Good Intentions - Take 1 less damage from all sources
  33.  
  34. Abilities:
  35. Shield Slam - Attack. Knock Down model hit by this attack.
  36.  
  37. Goad - Reach 4. Target model must move towards and attack Dirk before it can take any other actions. Goad lasts one round.
  38.  
  39. Roar of Virtue - 2 AP. Aura. Enemy models within 2 squares of Dirk lose 1 AP. Enemy models entering within 2 squares of Dirk lose 1 AP.
  40.  
  41. Combo:
  42. Activator: Friendly models (including Dirk) have taken 15 damage.
  43.  
  44. Ability:
  45. Heroic Leap - 1AP. Place Dirk adjacent to any friendly model, knock down any enemy models within 1 square of Dirk.
  46.  
  47. ----------------------------------------------------------------------------------------------
  48.  
  49. Szovak, Vampire Lord
  50.  
  51. SPD 4
  52. AP 4
  53. ATK 2
  54. HP 7
  55. Reach 2
  56. Heavy
  57.  
  58. Passive:
  59. Blood Drinker: Gain 1 health every time you damage one or more enemy models with an attack.
  60.  
  61. Abilities:
  62. Unbreakable Gaze: 2 AP. For one round enemy models within 3 squares of Szovak that can draw LoS to him that advance must advance towards Szovak.
  63.  
  64. Bat Form: 2 AP. Place Szovak within 2 squares of his current location.
  65.  
  66. Sweep: 3AP. Szovak attacks all enemy models within his reach, ignoring Line of Sight.
  67.  
  68. Combo:
  69. Activator: Szovak is killed.
  70.  
  71. From the Necropolis: Place Szovak back to the location he spawned this game. He may move 4 additional spaces during his next activation. From the Necropolis can only be used once per game.
  72. ----------------------------------------------------------------------------------------------
  73. Melee Damage Dealer:
  74. ----------------------------------------------------------------------------------------------
  75. Bert Macklin, Rogue
  76.  
  77. SPD4
  78. AP 4
  79. ATK 1
  80. HP 7
  81. Reach 1
  82. Medium
  83.  
  84. Passive:
  85. Dirty Fighter - Macklin does 1 extra damage to knocked down models or models he is behind.
  86.  
  87. Abilities:
  88. Sucker Punch - 2AP. Attack. Knock down enemy model.
  89.  
  90. Intuition: 3 AP. Aura. Macklin and friendly models within 1 square of Macklin can make 1 move action without paying an AP once per turn.
  91.  
  92. Roll: 2 AP. Move 3 squares in a straight line, ignoring intervening models.
  93.  
  94. Combo:
  95. Activator: Macklin kills a model.
  96.  
  97. Passive:
  98. Hubris: Next turn Macklin gains 2 additional AP.
  99. ----------------------------------------------------------------------------------------------
  100. Sonya, the Berserker
  101.  
  102. SPD 4
  103. AP 2
  104. ATK 2
  105. HP 7
  106. Reach 2
  107. Medium
  108.  
  109. Passive:
  110. Momentum - Sonya can never be reduced to below 2 AP. For every point of Damage Sonya has taken or inflicted in the previous round she gains one additional AP, to a maximum of 6 AP.
  111.  
  112. Abilities:
  113. Chain Strike - Attack. 2AP. Reach 4. Place Sonya adjacent to a model. Deal no damage.
  114.  
  115. Whirlwind of Destruction - Attack. 2 AP. Models within 1 Square of Sonya, excluding Sonya, take 1 damage. Sonya heals 1 HP.
  116.  
  117. Cleave in Twain. Attack. 4 AP. Deal 9 damage.
  118.  
  119. Combo:
  120. Activator: Sonya is killed while her AP was 3 or less.
  121.  
  122. Passive:
  123. Berserker Rage: Sonya must immediately Whirlwind of Destruction, Chain Strike and then Cleave in Twain (in that precise order!).
  124. ----------------------------------------------------------------------------------------------
  125. Ranged Damage Dealer:
  126. ----------------------------------------------------------------------------------------------
  127. Xivi, Electromancer Extraordinaire
  128.  
  129. SPD3
  130. AP5
  131. ATK 1
  132. HP 5
  133. Reach 4
  134. Light
  135.  
  136. Passive:
  137. Conduction: For each enemy hit by one of Xivi's attacks this turn his Reach increases by 1.
  138.  
  139. Abilities:
  140. Lightning Bolt: Attack. AP2. Deal 1 damage to enemy model and all adjacent models.
  141.  
  142. Lightning Strike: Attack. AP3. Deal 3 damage to enemy model. Enemy model is knocked down.
  143.  
  144. Ride the Lightning. Attack. AP1. Target Enemy Model. Deal 1 damage to all models adjacent to Xivi. Place Xivi adjacent to enemy model hit. Deal 1 damage to all models adjacent to Xivi. Ride the Lightning may be cast once per turn.
  145.  
  146. Combo:
  147. Activator: Xivi's Reach becomes >=10.
  148.  
  149. Ability:
  150. God of Thunder: 0 AP. The next time Xivi activates increase Xivi's ATK and AP by 1 for one round. Ride the Lightning may be cast twice for one round. After this activation Xivi replaces his passive with Burnout for one round.
  151.  
  152. Passive:
  153. Burnout: -1 AP.
  154.  
  155. ----------------------------------------------------------------------------------------------
  156. Herja, Earth Archer
  157.  
  158. SPD 7
  159. AP 4
  160. ATK 0
  161. HP 7
  162. Reach 6
  163. Medium
  164.  
  165. Passive:
  166. Aided by the Earth. If there is an enemy within two squares of Herja she can move twice for 1AP.
  167.  
  168. Abilities:
  169. Quiver of Sand: Aura. 2 AP. Herja can make 2 Attack actions for free as long as this aura persists.
  170.  
  171. Stone Bodkin: Attack. 2 AP. Target enemy model is knocked down.
  172.  
  173. Shatter: Attack. 2 AP. For each time target model has been attacked by Herja this turn deal 2 damage.
  174.  
  175. Combo:
  176. Activator: Herja is knocked down.
  177.  
  178. Passive:
  179. Swallowed by the Earth: Herja is immune to damage this turn. She immediately stands up at the end of the turn.
  180.  
  181. ----------------------------------------------------------------------------------------------
  182. Support:
  183. ----------------------------------------------------------------------------------------------
  184. Fey Piper
  185.  
  186. SPD 6
  187. AP 6
  188. ATK 0
  189. HP 4
  190. Reach 5
  191. Light
  192.  
  193. Passive:
  194. Shimmering Existence - The Fey Piper can never take more than 1 damage per round. The Fey Piper can never be healed, regain health or gain health in any way.
  195.  
  196. Abilities:
  197. "Oh, I forgot something!" - Attack. Model hit advances 2 squares exactly backwards, its facing does not change until Fey Piper's activation ends.
  198.  
  199. "Where are we?" - 3 AP. This ability can only be used when Fey Piper is adjacent to a wall. Fey Piper or Fey Piper and one model in an adjacent square are placed within 8 Squares of their current location as long as it is also adjacent to the same wall.
  200.  
  201. "Music to my ears!" - 3 AP. Attack. End Fey Piper's activation. Model attacked gains 2 bonus AP in their next activation.
  202.  
  203. Combo:
  204. Activator: Fey Piper took damage last turn.
  205.  
  206. Ability:
  207. "I think she's angry.": 2AP. Reverse the facing of all models within 5 squares of Fey Piper.
  208. ----------------------------------------------------------------------------------------------
  209. Xoot, Ogre Blacksmith
  210.  
  211. SPD 3
  212. AP 5
  213. ATK 2
  214. HP 9
  215. Reach 1
  216. Heavy
  217.  
  218. Passive:
  219. The Freshest Weapons: Friendly models beginning an activation within 1 Square of Xoot (including Xoot) can make one attack action without paying AP this activation.
  220.  
  221. Abilities:
  222. Anvil of Iron: 1 AP. Push all models adjacent to Xoot 1 square directly away from Xoot.
  223.  
  224. Forge - Armour of the Titans: 4 AP. This ability cannot be used while an enemy is adjacent to Xoot. Target model adjacent to Xoot, for one round it takes 1 less damage from all sources.
  225.  
  226. Forge - Hammer of the Gods: 4 AP. This ability cannot be used while an enemy is adjacent to Xoot. Target model adjacent to Xoot, its next attack deals 5 additional damage.
  227.  
  228. Combo:
  229. Activator: Xoot takes 3 or more damage in one turn.
  230.  
  231. Ability:
  232. Bring the Hammer Down: 3 AP. All enemies within 2 squares of Xoot are pushed 1 square directly away and are knocked down.
  233.  
  234. ----------------------------------------------------------------------------------------------
  235. Healer
  236. ----------------------------------------------------------------------------------------------
  237. Teutana Grunberg, Priestess of the Light
  238.  
  239. SPD4
  240. AP5
  241. ATK 0
  242. HP 6
  243. Reach 4
  244. Medium
  245.  
  246. Passive:
  247. The Light doesn't always burn: Whenever Teutana uses an ability on an enemy model draw a line between his square and the targetted enemy (if it's in range). Any friendly models touched by this line heal 1 HP.
  248.  
  249. Abilities:
  250. Rays of the Sun: Attack. 2 AP. Deal 2 Damage.
  251.  
  252. Wrath of God: Attack. 3 AP. Push enemy model 3 squares backwards.
  253.  
  254. Faith: 2 AP. Aura. Reduce the Reach of enemy models attacking Teutana or models adjacent to her by 2.
  255.  
  256. Combo:
  257. Activator: A friendly model taking one or more points of damage.
  258.  
  259. Passive: At the start of her activation, Teutana can advance 2 squares towards a friendly damaged model.
  260.  
  261. ----------------------------------------------------------------------------------------------
  262. Xavius, Twilight Cultist
  263.  
  264. SPD5
  265. AP6
  266. ATK 1
  267. HP 3
  268. Reach 1
  269. Light
  270.  
  271. Passive:
  272. Shroud of Twilight: Xavius may not be targetted by attacks originating from >2 squares away.
  273.  
  274. Abilities:
  275. Transfer: Reach 1. 3AP. Remove 1-3 points of health from target model and give them to another model within 5 squares of Xavius.
  276.  
  277. The Subtle Knife: 2 AP. Attack. Enemy model loses 3 AP during its next activation.
  278.  
  279. Phase: 0AP. Xavius may move through enemy models if he has enough movement to move completely through them. Xavius may not do anything other than move during an activation he uses Phase. Xavius cannot take damage for one round.
  280.  
  281. Combo:
  282. Activator: Xavius used Transfer or The Subtle Knife during his activation.
  283.  
  284. Ability:
  285. Distortion: 0 AP. Return Xavius to a square he has previously occupied this turn.
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