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Author Topic: SMF stats for TMNT?  (Read 1290 times)

Offline Munindk

  • Mad Scientist
  • Posts: 642
  • Denmark
SMF stats for TMNT?
« on: December 28, 2018, 05:31:21 PM »
I just picked up a cheap copy of the Shadows of the past boardgame and I want to use the minis for SMF :)

A straight up build could be Leo as a wildcard, Donnie as a mastermind, brawler for Mikey and brick for Ralph.

Another way to go could be 4 street level archetypes turtles vs regular archetype Shredder and some Foot clan street level henchmen.

How would you stat out the turtles?

Offline The Angry Piper

  • Assistant
  • Posts: 39
    • Dead Dick's Tavern and Temporary Lodging
Re: SMF stats for TMNT?
« Reply #1 on: January 09, 2019, 02:54:58 PM »


I did it like so:
 
Aside from the weapons they favor, the turtles aren’t much different. The easy way to build them for SMF is to make them all the same.

All Turtles: (Brawler) Major: Scrapper;  Minor: Armor, Super Agility

Of course, that’s not much fun. The other way I would do it is to make them all Wild Cards. Yes, I know that is against the “two wild cards per team” rule, but who really gives a shit? In this case the turtles would lose the Scrapper power (which is one of the best major powers in the game, IMHO), but would gain powers that would represent their personalities; in other words, make them different from each other in tangible ways. All of them are turtles who can kick ass, but they fill certain roles within the group: Leonardo is the leader, Donatello is the brain, Michelangelo is the clown, and Raphael is the hothead.

Leonardo: (Wild Card) Minor: Armor, Melee Specialist, Super Agility, Enhance

Donatello: (Wild Card) Minor: Armor, Melee Specialist, Super Agility, Savant

Michelangelo: (Wild Card) Minor: Armor, Melee Specialist, Super Agility, Clever

Raphael:  (Wild Card) Minor: Armor, Melee Specialist, Super Agility, Rage

(I couldn’t really think of a fourth minor power that would “define” Michelangelo, so I chose the “Clever” Boost purely for the team initiative bonus, since the turtles are rarely caught flat-footed). Mike has a tendency to ride around on a skateboard, so I guess you could substitute the “Fast” Boost instead, which would increase his movement by 4″.)


Full post here:
http://angrypiper.com/?p=1919

Offline Munindk

  • Mad Scientist
  • Posts: 642
  • Denmark
Re: SMF stats for TMNT?
« Reply #2 on: January 10, 2019, 07:48:30 AM »
Its an interesting point that the turtles are all so similar that different archetypes might not make sense.

While I like your solution a lot, I'm thinking that SMF might not be a good fit for TMNT after all.

Offline Ultravanillasmurf

  • Galactic Brain
  • Posts: 9345
    • Ultravanillasmurf

Offline Munindk

  • Mad Scientist
  • Posts: 642
  • Denmark
Re: SMF stats for TMNT?
« Reply #4 on: January 15, 2019, 07:19:25 AM »
I have see the 7TV TMNT stuff but I dont know much about 7TV. Is it coop, players vs overlord or skirmish?

I've pickup up Tribal + Brutal (and Medieval, there was a sale) as the first demo game of Brutal featured the Turtles.

Offline Ultravanillasmurf

  • Galactic Brain
  • Posts: 9345
    • Ultravanillasmurf
Re: SMF stats for TMNT?
« Reply #5 on: January 15, 2019, 07:28:08 AM »
I have see the 7TV TMNT stuff but I dont know much about 7TV. Is it coop, players vs overlord or skirmish?

I've pickup up Tribal + Brutal (and Medieval, there was a sale) as the first demo game of Brutal featured the Turtles.

It is a skirmish game (with a sixties/seventies/eighties television programme vibe).