MarbitChow wrote:[...]Rule tweaks are done. End of discussion. [...]
Hurrah! Back to the game!
MarbitChow wrote:[...]Rule tweaks are done. End of discussion. [...]
MarbitChow wrote:In order to make a Siege attack, each Siege Structure must spend an Action to Launch, Pour, Smash, or Reload. Each required operator must also contribute an Action as well. If the structure doesn't have sufficient operators, the Action fails. All Mobile Structure Actions occur on Phase 0.
Launch : Deals listed structural damage to a structure in RLOS. If used against units, deals double the Structural Damage and ignores defense. Requires Reload and Unlimber.
Reload : Structures that require Reload must have all operators spend an action to reset the structure before it can be used again.
Unlimber : Locks a structure into position, so that it can use a Launch action. Structure must still be loaded before it can fire. Structure cannot be moved while Unlimbered.
Limber : Unlocks a structure so that it can be moved. Automatically unloads the structure. Structure cannot be Reloaded or Launched while Limbered.
Heavy Ballista (4 UP, 18 SP): Requires 2 operators. Grants Launch for [2d6 Structural Damage]. Move 4{8}.
Catapault (4 UP, 12 SP): Requires 4 operators. Grants Launch for [3d6 Structural Damage]. Move 4{8}.


Yes.ETheBoyce wrote:It's not currently in the rules (or at least I don't see it) but do Zed's gain their full Level 1 AP when they reach 0 EXP?


MarbitChow wrote:Nnelg, if this renders the spell completely unusable to you, I'll understand and allow you to select a different spell.

Seeing as how you can't take it until 6th level (if I counted correctly), I've got some time to think about it.Nnelg wrote:Actually, you've just given me a reason to take Obfuscate.(You may wish to make it multi-round cast or something.

MarbitChow wrote:2 UP : 1 basic Garrison unit
1 UP : 1 zed Warrior or Spearman
0.5 UP : 1 zed Garrison Warrior or Spearman
Unit Upkeep
Each unit costs 5 Shumckers * Effective UP Cost * Level. Units with Leadership cost 2x that calculated cost, while Casters, being unique and powerful units, cost 4x upkeep. Units with the Scout special cost 1/2x the calculated cost. Garrison units can be promoted to regular units by paying 8x their current upkeep cost. Effective UP Cost is the cost for the unit if it were popped as a Level 1 unit. Zed Garrison warriors that level to Level 2 have an effective UP of 1 instead of 0.5, for example.






MarbitChow wrote:I'm not a fan of the idea. Golems already have no upkeep, no requirements other than Juice, and are highly customizable.

In general, adding a new rule has to contribute to a lot of scenarios without a lot of effort, or I'll probably reject it. For example, I added Criticals & Luckamancy because they can impact almost every roll, and the rules are fairly simple. Letting 'heroic' golems get incapacitated would follow existing rules. Adding new rules that increase overhead without adding anything 'fun' will ultimately get rejected, even if it is my own idea (like the Artisans 'helping' Dollamancers concept).Nnelg wrote:Well, if you remove the decreased Juice cost then it isn't really adding much power to golems, since the Dollamancer could just save the juice for after the battle (and therefore not be restricted by the kind of golem the original was). Or, he could have spent it before the battle, and there'd be an extra golem (at full health) available to replace the one that died.




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