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Author Topic: [Goalsystem] Super Mission Force  (Read 55761 times)

Offline fourcolorfigs

  • Mastermind
  • Posts: 1916
    • http://www.four-colorstudios.com/
Re: [Goalsystem] Super Mission Force
« Reply #255 on: 08 December 2016, 09:51:58 PM »
Yep mine are very similar, my invisible woman had forcefield selected twice, not sure if that is still in the rules though.

Force-Field is a little different now. Cleaner.

Quote
I also have plans for the frightful four, the Wizard arrived only yesturday from the states, there were none in the UK to buy! Naturally to make the postage worth it I had to stock up on loads of extra clix.

Hah-hah! Sounds like me! I am currently waiting on a bunch of cool 'Clix, myself!

Scott P.
http://scott-pyle.tumblr.com/
http://www.four-colorstudios.com/


======
"The world breaks everyone, and afterward, some are strong at the broken places."

--Ernest Hemingway

Offline fourcolorfigs

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Re: [Goalsystem] Super Mission Force
« Reply #256 on: 09 December 2016, 11:14:13 AM »
Updated latest version. No major changes or adds, just cleaned up some stuff I messed up in the last update.

https://app.box.com/s/4sx2qknhb2nd4ptn8o4wrvmqd3ldgoa6

Online Cait Sidhe

  • Scientist
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Re: [Goalsystem] Super Mission Force
« Reply #257 on: 09 December 2016, 11:42:33 AM »
I feel like I should have brought this up before but is there any specific rules for "mounts"?

Growth, Massive and Shrinking all refer to using other models as mounts but there isn't actually a rule explanation beyond it takes a special action to mount or dismount a model. Can models mounted on other models be targeted, do they just move along with their mounts?


Offline fourcolorfigs

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Re: [Goalsystem] Super Mission Force
« Reply #258 on: 09 December 2016, 01:45:21 PM »
I feel like I should have brought this up before but is there any specific rules for "mounts"?

Growth, Massive and Shrinking all refer to using other models as mounts but there isn't actually a rule explanation beyond it takes a special action to mount or dismount a model. Can models mounted on other models be targeted, do they just move along with their mounts?



I revised the rules for mounting to be part of your move and cost 1" to mount a model in base contact. No more special action to do so.

Also added this section to Ch. 3:

Mounts
Some powers allow characters to act as mounts for other characters. The character riding a mount moves along with his mount and may dismount as part of his move action. Any character mounted on another may be targeted with attacks as normal. If your mount gets knocked back, you go with him and must make a TN3 check to remain mounted.

Offline kimryoung

  • Bookworm
  • Posts: 72
Re: [Goalsystem] Super Mission Force
« Reply #259 on: 09 December 2016, 10:43:15 PM »
Hey Scott, here are some ideas for minor powers that I think fill some gaps. I'll leave it to you as to which Archetype they should go (though the last two are best for a blaster)

Sonic Blasts (minor)

You have either a high pitch super scream or some type of weapon that sends blast of mind numbing sound at your opponent. This 15” range, 4D attack does Psyche damage.

Gadgets (minor)

You have an array of gadgets and devices in your utility belt or bag of tricks that you can use to give you an advantage against your foes. Make a Chance Roll at the start of your turn. The number of goals rolled is the number of Re-Rolls you may use for any die rolls you make until the beginning of your next turn. (They may not accumulate.)

You also have a 10” range, 3D attack that does body damage.

Repulsers (minor)

Your ranged attacks can cause Knockback. You can choose to have your Body damaging attacks knock that foe back 2” per Body inflicted. You can also choose prior to attacking to make a non-lethal attack that will add +1D to your ranged attack that does no body damage, but will knock your foe back 4” instead for each body inflicted.

Quick Reaction (minor)

Any turn you are un-engaged and a foe charges, or moves to melee you, you may use your ranged attack on them just prior to being contacted. Alternately, you may instead of firing, negate your opponents +1D bonus for charging.

Keep up the good work!

Kim



Offline Erethor

  • Assistant
  • Posts: 34
Re: [Goalsystem] Super Mission Force
« Reply #260 on: 09 December 2016, 10:55:45 PM »
I had a request about the Archer major power. Could Obscurement be added to the list of "trick arrows"? This would be to represent smokescreen arrows...






I've been wondering about the Archery power itself. It seems like you could take the Archery list of powers, but instead of powerblast, you select any one of them for unlimited use. Then you select the three extra powers as normal, and voila, you have a Gadgeteer!

So you'd have -  Entangle, Leaping, Power Blast (minor), Melee Weapon, Obscurement, Stun, Super-Agility. Pick one for unlimited use, choose three others that have recharge rolls, just like archery functions now.

For example, a Gadgeteer Catwoman - you could choose Melee Weapon for unlimited use (for her whip) then three other powers to represent her other gear (Stun for caltrops, Entangle for bolos, Super Agility for swinging on her whip).

I've just been thinking of this as a "house rule" thing, but I was wondering what anyone else thought...

Offline fourcolorfigs

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Re: [Goalsystem] Super Mission Force
« Reply #261 on: 10 December 2016, 03:27:22 PM »
I had a request about the Archer major power. Could Obscurement be added to the list of "trick arrows"? This would be to represent smokescreen arrows...



I added Obscurement. That's a no-brainer--thanks!

I will think on the other changes to Archery. I worked up some text, but I am not sure about it. Still on the fence.

Offline fourcolorfigs

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Re: [Goalsystem] Super Mission Force
« Reply #262 on: 10 December 2016, 03:32:15 PM »
Hey Scott, here are some ideas for minor powers that I think fill some gaps. I'll leave it to you as to which Archetype they should go (though the last two are best for a blaster)

Sonic Blasts (minor)

You have either a high pitch super scream or some type of weapon that sends blast of mind numbing sound at your opponent. This 15” range, 4D attack does Psyche damage.


Another Psyche damaging attack could be cool. I'll think a bit on this one.

Quote
Gadgets (minor)

You have an array of gadgets and devices in your utility belt or bag of tricks that you can use to give you an advantage against your foes. Make a Chance Roll at the start of your turn. The number of goals rolled is the number of Re-Rolls you may use for any die rolls you make until the beginning of your next turn. (They may not accumulate.)

You also have a 10” range, 3D attack that does body damage.

I like this one's simplicity and versatility! I think I will add it.

Quote
Repulsers (minor)

Your ranged attacks can cause Knockback. You can choose to have your Body damaging attacks knock that foe back 2” per Body inflicted. You can also choose prior to attacking to make a non-lethal attack that will add +1D to your ranged attack that does no body damage, but will knock your foe back 4” instead for each body inflicted.

This is now covered by the Blast Back advanced maneuver for Blasters, so I don't think we need it.

Quote
Quick Reaction (minor)

Any turn you are un-engaged and a foe charges, or moves to melee you, you may use your ranged attack on them just prior to being contacted. Alternately, you may instead of firing, negate your opponents +1D bonus for charging.


Another interesting one, though I am not sure we need it.

Quote
Keep up the good work!

Thanks, Kim!

Offline Erethor

  • Assistant
  • Posts: 34
Re: [Goalsystem] Super Mission Force
« Reply #263 on: 10 December 2016, 05:01:56 PM »

I will think on the other changes to Archery. I worked up some text, but I am not sure about it. Still on the fence.

Honestly, I think kimryoung has the right idea about gadgets as a 'broad' or generic power, similar to the Power Legion or Clobberin Time rulesets.

I think the idea of a Gadgeteer character that couldn't already be made by Archery or Wildcard might be too specific in some cases. I may keep the idea for a Gadgeteer archetype around for my house ruling, but I don't think it would gel within the book.

Offline kimryoung

  • Bookworm
  • Posts: 72
Re: [Goalsystem] Super Mission Force
« Reply #264 on: 11 December 2016, 04:09:28 AM »
Quote
This is now covered by the Blast Back advanced maneuver for Blasters, so I don't think we need it.

Sorry, I missed the addition of Blast Back, this is what I was thinking was needed. Perhaps you could put a revision level on the first page so we can keep up.

And speaking of the Archetype Maneuvers,

The Mastermind maneuver “I have a plan” doesn’t seem intuitive. Swapping characters that could be up to 40” apart is more like teleporting and could create some gamey situations.

It seems a Mastermind would be more likely to have his team working together in close concert with each other as he leads them against his foes. Here is an alternate idea:

I Have a Plan…

Your attention to detail and tactical acumen allow you to command the battlefield. As a free action make a Chance Roll. For each goal scored you may have any friendly characters that have not taken their turn yet this round take theirs next. If multiple characters can act, you may choose their order. Recharge 2+

Example: The Mastermind Dr. Simian starts his turn and makes a chance roll scoring two goals. After completing his turn, he has his bodyguard Bot take his turn next. Following Bots turn, their teammate Devils Knight now takes a turn. After these 3 teammates act, the opposing side may finally activate a model and take a turn!

Also, I think this additional maneuver is appropriate for the Brawler:

Flurry

Whether from martial art skills, or pure animal ferocity, you can attack multiple opponents. You can make a melee attack against all opposing characters you are in base contact with. Make a single attack roll and each opponent makes a separate defense roll from your attacks. Recharge 2+

Thanks Scott, and please let us know when you make updates.

Kim

Offline Nojoy

  • Student
  • Posts: 11
Re: [Goalsystem] Super Mission Force
« Reply #265 on: 11 December 2016, 02:37:06 PM »
I Have a Plan…

Your attention to detail and tactical acumen allow you to command the battlefield. As a free action make a Chance Roll. For each goal scored you may have any friendly characters that have not taken their turn yet this round take theirs next. If multiple characters can act, you may choose their order. Recharge 2+

Example: The Mastermind Dr. Simian starts his turn and makes a chance roll scoring two goals. After completing his turn, he has his bodyguard Bot take his turn next. Following Bots turn, their teammate Devils Knight now takes a turn. After these 3 teammates act, the opposing side may finally activate a model and take a turn.


I really like this suggested change, very thematic.

Offline fourcolorfigs

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Re: [Goalsystem] Super Mission Force
« Reply #266 on: 11 December 2016, 04:33:58 PM »
Thanks Scott, and please let us know when you make updates.

Kim


Kim, every time I update the doc I change the version number on the title page. Now we're on 1.30. When I make the latest changes it will be 1.31.

When I announce a new version on this thread I do my best to let folks know the highlights of major changes, but I do sometimes forget things as the doc is big enough now that sometimes I forget!  ;D

I'll address your other ideas (which I love) as I work through things today. Working overtime tonight, but if we don't get any fires or big accidents, I should get some work done!

Thanks as always!  :)
« Last Edit: 11 December 2016, 05:44:47 PM by fourcolorfigs »

Offline fourcolorfigs

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Re: [Goalsystem] Super Mission Force
« Reply #267 on: 12 December 2016, 12:24:59 AM »
Ok, new version uploaded! Version 1.31.


-- Updated Summoning text to include limits on certain powers and beefier stats
-- Changed "I Have A Plan" Mastermind special maneuver
-- Added the Gadgets minor power, and added it as an option to the Mastermind, Wildcard and Street Level archetypes
-- Added a Burrowing minor power
-- Added a Reflection minor power
-- Added an 8th power choice to each archetype
-- Fixed some errors and odd refs in the scenarios
-- Removed all of the brackets from the archetypes to facilitate layout

Thanks for looking!

Online Cait Sidhe

  • Scientist
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Re: [Goalsystem] Super Mission Force
« Reply #268 on: 12 December 2016, 01:21:56 AM »
On first glance I would say Burrowing seems very weak... other than 1 extra dice on the charge it's vastly inferior to other movement powers. You're limited to your regular movement speed, you can't get around vertical terrain like say flying or teleport nor can any allies be carried. It also has a recharge unlike teleport which can be used continually provided you don't take passengers. Is that one extra dice only on charges worth it?

"I have a plan" seems really strong on paper as getting extra shots in before your opponent can do anything is potentially devastating from say a blaster or brick but I would have to try it out in practice.

Offline fourcolorfigs

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Re: [Goalsystem] Super Mission Force
« Reply #269 on: 12 December 2016, 02:35:29 AM »
On first glance I would say Burrowing seems very weak... other than 1 extra dice on the charge it's vastly inferior to other movement powers. You're limited to your regular movement speed, you can't get around vertical terrain like say flying or teleport nor can any allies be carried. It also has a recharge unlike teleport which can be used continually provided you don't take passengers. Is that one extra dice only on charges worth it?

I think this makes it a bit nastier:

Burrowing (minor)
You can travel underground at your normal Move rate. It costs a free action to submerge and start burrowing, and you re-surface at the end of your movement. You can burrow through or under any intervening terrain or models as if they were clear ground. You can charge while burrowing and if you choose to surface in base contact with a foe, you gain +2D to your attack instead of the normal +1D. When you surface any enemies within 5” of you must make a TN3 check or be knocked down. If you burrow out of a melee, you still suffer free attacks as normal.

 

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