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Author Topic: SA 2nd ed. idea: Certain weapons cost should be adjusted for low/high DEX models  (Read 2436 times)

Offline Bergh

  • Scientist
  • Posts: 231
SA 2nd ed. idea: Certain weapons cost should be adjusted for low/high DEX models

I'm getting a bit tired of its ALWAYS is the cultist leader (dex 4+) which have the Tommy-gun, actually there are no reason what so ever to give your normal cultist (dex5+) the precious Tommy-gun.

I think it would be good for the flavour of the game, what lurkers people took and the general theme of lurker lists, that some of the weapons got there price adjusted when giving to low/high DEX models.

As a theme of flavour, I think its ruins something of the feel of the game, when your command model also are your primary fire base (cultist leader with tommygun), I see it as a movie, where the cult leader are armed with pistols or knifes, shouting orders and trying to get an overview and the brutes have the heavy firepower.

If it was more practical and more reason in arming your low-level mob with weapon upgrades, I THINK it would give a better game over-all, and make games more exciting as some games have a tendency to stop as soon as the Command/tommy-gun model dies.

I miss the desperate cultist with a tommy-gun left alone, guarding something or covering the cult leaders "redeployment" (some would say fleeing). Sadly this often does not happen, as you will be a fool "wasting" a tommygun on a DEX 5+ model, when it cost the same to give it to a Dex 4+ or 3+.

....and with the Activation system in SA, its better too count on quality then quantity in most shoot-outs.

I have a very limited list of house rules in SA, which are CON limitations and the Ambush skill only works on 4+.
"sadly" im going to make a new one where Command models (thats including the Threshold character!) aren't allowed "the heavy stuff" like rifles, tommyguns and LMG's /or they cost extra:
DEX 3+: +1BP
DEX 2+: +2BP
-Brian Bjerregaard Bergh

Offline Mathyoo

  • Scientist
  • Posts: 269
    • My blog here!
I have been thinking how I never buy anything for my cultists, too. I mostly use them with clubs, rarely with .22s to act as a shield. But now that I've actually bought some cultists miniatures, I will use them WYSIWYG, so there will be "wasted" cultists with thompsons :P

As for your suggestion, there are two things - first, you always hunt the models with command, so if he is also the best armed, this is even better for you as you only got one primary target. Second, if you really want, you could always give tommy gun to henchmen (dex 4+ costs 3 points) or upgrade tommy gun cultists dex (+1 point for skill = 2 points). But as much as tommy is waste on low dex model, .22 is a waste on high dex.

It is simply another of the things where rules would get too complicated and it is much easier for players to simply play a bit more to story.

I also don't see the problem with ambush, and I've played a game where rogue treshold agent had an ambush with 2+ dex and heatray with extra dmg skill :'(

I do get con limitations, it gets quickly out of hand - but instead of limiting it with rules, we just quit upgrading it. My character runs around without armor and somehow I always roll death on major injury first :D

Offline Mr. Peabody

  • Scatterbrained Genius
  • Posts: 2223
  • Canuck Amok
It's only +1BP to give the poor Cultist 4+Dex. Add the Thompson and you are at 5BP; a hefty tab for a throwaway mook.

For 6BP you can have chap with a 4+Dex, a .30cal MG and a buddy to play with. Now there is a merry tune for Threshold to dance to.

Television is rather a frightening business. But I get all the relaxation I want from my collection of model soldiers. P. Cushing
Peabody Here!

Offline superflytnt

  • Mad Scientist
  • Posts: 558
  • Cthulhu. Cthulhu never changes.
    • Superfly Circus - Board Games And Social Commentary
If I run Cultists, I generally have a couple that have 4+ Dex and .30 Lewis guns. Then I have mooks load them. :)
www.superflycircus.blogspot.com
Board Game Reviews And Social Commentary At Its Finest

Offline Griffando

  • Lurker
  • Posts: 4
I definitely understand where your coming from, I've found that the best way to use cultists is to just give them knives or cleavers and use them as human shields. Just as it should be! But it would be cool to see some cultist variations like the special agents for Threshold. Example, a tommy gun cultist that comes with a tommy gun and better dexterity but less movement or something along those lines.

Offline Mason

  • Elder God
  • Posts: 21222
  • Eternal Butterfly!
    • Blind Beggar Miniatures
There is nothing to stop you tooling up and improving the stats on Cultists.
So long as you do not spend more than an additional 5BP on a Lurker you are staying within the rules.


Offline Mr. Peabody

  • Scatterbrained Genius
  • Posts: 2223
  • Canuck Amok
There is nothing to stop you tooling up and improving the stats on Cultists.
So long as you do not spend more than an additional 5BP on a Lurker you are staying within the rules.
@ no more than 1BP per stat., so no 3+ Dex Cultists for instance.

Offline Mason

  • Elder God
  • Posts: 21222
  • Eternal Butterfly!
    • Blind Beggar Miniatures
@ no more than 1BP per stat., so no 3+ Dex Cultists for instance.

Forgot to mention that bit.

There is nothing stopping you creating anything using the upgrade rules.
If you have a creature that you want to use, just find the closest possible statline and modify away.

This is how I will be creating the profiles for the Robots in a future Black Dossier, so that they are still 100% 'legal'.
 ;)


Offline Mr. Peabody

  • Scatterbrained Genius
  • Posts: 2223
  • Canuck Amok
Lots of wonderful skills open up with just a 1 point stat adjustment allowing for mucho mayhem, for Threshold and Lurker alike.

Offline Pseudopod

  • Student
  • Posts: 18
How about giving the Thompson to a Henchman or a Maniac instead?  lol

I've found that cultists do their job as bullet shields and chaff to keep the Threshold busy while you line up a nasty attack with a better minion.
The abyss is infinite and thus absurd.

 

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