Lead Adventure Forum
Miniatures Adventure => Future Wars => Sci-Fi Small Skirmish Games => Topic started by: Daysman on 29 December 2016, 01:41:47 PM
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Hello,
On the examples of squads and characters (p. 63 and 64), no one has an "activation" trait (civilian, green, veteran, elite or hero) with their respective cost.
It's not compulsory for each character to have one of these traits?
Or did I miss something?
Thanks
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No, Characters are not required to take one of those Traits. Between being Green and being a Veteran, there is being just normal - that is, not taking one of the "activation" Traits.
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Thank u Manchu!
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No prob, that one had me confused at first as well. The other thing I don't get about the examples is, the minimum XP spend at Character creation is 30XP but in the Dakame Lang example Squad, two Characters are only 26XP. Still not sure about that one.
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That on got me confused as well.
Is 30 the minimum or is that a typo?
Cheers Matt
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I noticed the same things about the sample squads too. But I am not sure why there is a minimum XP level. Why not allow less? This would allow a crew to have a bunch of inexperienced fighters who just have some gear. I know it could allow one crew to rule the initiative by having so many choices of models to activate, but they would be inferior crew members. I may have to try something along those lines. Say a crew with just light combat dress or a space suit, a knife, and a laser rifle then maybe one with a few traits to represent the sergeant or something. Maybe give another tech or medic to represent a specialist. It would be kind of like an Imperial Guard squad in 40K. Or maybe even an orc squad of boyz with shootas and choppas with no armor. :o
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I agree, there is no problem with a Squad lacking an initiative bonus.
As for the minimum XP spend: 26 * 5 = 130 and 130 + 70 = 200
The starting Squad may have at most six Characters. I bet 26 pts was a working minimum that got bumped to 30 to prevent maxing out point spend on one Character and still having enough points left over to bring the maximum amount of Characters.
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That theory actually makes sense!
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I agree, there is no problem with a Squad lacking an initiative bonus.
As for the minimum XP spend: 26 * 5 = 130 and 130 + 70 = 200
The starting Squad may have at most six Characters. I bet 26 pts was a working minimum that got bumped to 30 to prevent maxing out point spend on one Character and still having enough points left over to bring the maximum amount of Characters.
That does make sense as I suspect having hordes of mooks in one squad would potentially be unbalancing, I think the limit on squad size is also to deal with that.
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Regarding the 26XP issue, here is the relevant line from the draft FAQ:
Inspector Dakame Lang's officers are 26XP. These are intended as sample NPCs. When creating a
squad, characters should have a minimum cost of 30 XP each.
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Regarding the 26XP issue, here is the relevant line from the draft FAQ:
I like the idea of having a military or cop squad full of 26 XP recruits and one leader character in the very first game. Because at least one will be killed in the first game and but the rest will have gained some XP and become proper characters.
If you want a more colourful team (of smugglers or what have you) though of course the minimum 30XP makes sense.
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I like the idea of having a military or cop squad full of 26 XP recruits and one leader character in the very first game. Because at least one will be killed in the first game and but the rest will have gained some XP and become proper characters.
If you want a more colourful team (of smugglers or what have you) though of course the minimum 30XP makes sense.
I agree. I also think this would be very thematic for cultists. One experienced leader with a bunch of mooks undertaking missions to make their way through the ranks of the cult. Could also work for the psionicist theme. An experienced leader who through training during missions helps the others unleash their abilities. Or a Jedi with their padawans if you want to use a Star Wars theme for your games.