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Author Topic: New Soldiers  (Read 5441 times)

Offline wrinklestiltskin

  • Bookworm
  • Posts: 95
  • sexy beast
Re: New Soldiers
« Reply #15 on: 18 December 2015, 10:31:15 AM »
I'd love to have something like an engineer. 80 points

Move: 6 / Fight: 0 / Shoot: +2 / Armor: 11 / Will: +2 / Health: 11
Equipment: knife, leather armour, either one of the following:

Grenades: The engineer picks a target point within 12”. Every figure, including allies,
within 1.5” of that point immediately suffers a shooting attack. (roll separately)

2 Crossbow pistols: range 10". Fired at the same time, may be fired at seperate targets, Reload.

EDIT: Or maybe some sort of blunderbuss would be cool. ::)
« Last Edit: 18 December 2015, 10:40:38 AM by wrinklestiltskin »

Offline TheMageKing

  • Assistant
  • Posts: 24
Re: New Soldiers
« Reply #16 on: 18 December 2015, 06:24:11 PM »
Here's one I tossed together a while back, after reading a thread suggesting a non-apprentice soldier with group activation. I figure that they should be upgradable, but that's icing on the cake, and can easily be removed...

Quote
Lieutenant- 250 gc

Move 6/ Fight +2/Shoot +0/Armor 12/Will +2/Health 12/Take the Lead, Training
Items: Hand Weapon, Chain Armor, Shield

Take the Lead: A Lieutenant serves as a rallying point and sub-leader for the warband, much like a Wizard or Apprentice does. A Sergeant acts in a special phase between the Apprentice Phase and the Soldier Phase, and may perform a group activation with up to two soldiers within 3" of him, who have not acted yet this turn. This follows all of the normal rules for group activation.

Training: After a complete game, in which a Wizard has earned at least one level, a Lieutenant can gain +1 Fight, Shoot, Will, or Health by spending 75 gc. After a game in which the Wizard has earned at least two levels, a Lieuteanant can gain +1 point of move by spending 150 gc. A Lieutenant can only increase one stat this way, per game.




Thoughts?

Offline Timeshadow

  • Scientist
  • Posts: 394
Re: New Soldiers
« Reply #17 on: 18 December 2015, 07:31:22 PM »
The Lt looks good and seems like a good idea (lets see what Joe gives us in Sellsword) seems like along the same path.

My only issue would be to make the stipulation that each stat can only be upgraded twice. This would give him a profile of:
M:8(7 with my modification) /F:+4/S:+2(guess he should have a missile weapon option)/A:14/W:+4/Health:14 at a total cost of 1050gc and a minimum of 10 games(though in 4 games you can get the really good stuff Fight and move maxed out)

I would also suggest giving him a 5 move to start with since he has a 12 armor.
Finally I'd let him replace up to 2 of his regular equipment  with magic versions and have one other any magic item slot.

Offline Philhelm

  • Scientist
  • Posts: 485
Re: New Soldiers
« Reply #18 on: 18 December 2015, 08:43:45 PM »
If he has Mail Armor and a Shield, he should have an Armor value of 13.  Also, keeping in line with the other characters, his Move should probably be 5, like the other mail-wearing characters (as Timeshadow suggested already).

I would suggest against allowing him to raise Move, since even the Wizard cannot increase his Move value.  He should probably have a base Move of 6 (5 with Mail Armor), since he's more of a soldier than the faster characters such as Thief, Treasure Hunter, Ranger, etc.  I think that would make the Lieutenant more consistent with the rest of the soldier options.

Offline TheMageKing

  • Assistant
  • Posts: 24
Re: New Soldiers
« Reply #19 on: 19 December 2015, 12:17:55 AM »
Seems good to me. Updated stat line. And I forgot that mail works out to +2 Armor


Quote
Lieutenant- 250 gc

Move 5/ Fight +2/Shoot +0/Armor 13/Will +2/Health 12/Take the Lead, Equipped,  Training, Loner
Items: Hand Weapon, Chain Armor, Shield

Take the Lead: A Lieutenant serves as a rallying point and sub-leader for the warband, much like a Wizard or Apprentice does. A Sergeant acts in a special phase between the Apprentice Phase and the Soldier Phase, and may perform a group activation with up to two soldiers within 3" of him, who have not acted yet this turn. This follows all of the normal rules for group activation.

Equipped: A Lieutenant can replace up to two of his current items with magical versions, in addition to his normal item slot. This allows him to be equipped with, for example, a magical hand weapon and magical armor, while carrying a potion of healing.

Training: After a complete game, in which a Wizard has earned at least one level, a Lieutenant can gain +1 Fight, Shoot, Will, or Health by spending 70 gc. After a game in which the Wizard has earned at least two levels, a Lieuteanant can gain +1 point of move by spending 150 gc. A Lieutenant can only increase one stat this way, per game.

Loner: Lieutenants work best when others aren't interfering with their commands. As such, a warband can only have one Lieutenant at a time.

Offline Timeshadow

  • Scientist
  • Posts: 394
Re: New Soldiers
« Reply #20 on: 19 December 2015, 02:21:59 AM »
Looks good to me. Now I'm just waiting to see how close to this Sellsword will be. Again I would limit each advance to +2 since after 3 games he becomes +5 fight and move 8. (also I agree that he shouldn't be able to advance move maby only once to 6)

Offline Eric the Shed

  • Galactic Brain
  • Posts: 4233
    • The Shed Wars Experience
Re: New Soldiers
« Reply #21 on: 19 December 2015, 07:22:00 AM »
Interesting list folks....

Personally I think thieves should be upgraded to 100gc  but they are given - hide in shadows, climbing, lockpick, trap and backstab skills.




 

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