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Subject: NEW EXPANSION FACTION: HUMALIEN!!! rss

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Order of the Echolight
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Hi all, welcome to the first expansion faction of STA: Humalien. As this is our first time creating an expansion faction, please be understanding should we make any grave errors in our fluff, abilities… In a nutshell, we were bored during the holidays and decided to make a faction of our own. Our artist: Clarence also drew some rough sketches of the characters . As this faction is more ability based, we admit that playing this faction is not very easy (like Echo and Erthen). We have also done some playtesting on the characters and it seems rather compatible. Without further ado, here is all the data that we have done. (WARNING: POSSIBLE BRAIN OVERLOAD)

Humalien Faction (expansion)

Token color: Purple

Humalien Faction Symbol
Symbol: Futuristic Clock

Humalien Faction Fluff

It is the year 2799 AD. In 771 years, many nethergates were created. The Erthen biodomes have expanded all over the First Landing. As they kind grew, mankind fell. Waves after waves of basement and erthen creatures rampaged the world, wrecking havoc on Earth. By 2764, The Order and Erthen have conquered most of Asia, Australia and Africa despite fierce resistance from the Combine.

In the middle of the wars between the raging powers, most of mankind finally decided to ally themselves together to stand against the other factions. As their main interest was to defend themselves from Erthen, Order and Combine, they looked into various ways to defeat their deadly enemies. One of which was through Time. The humans became interested to deeper their studies on Time after they soon learned that Time could be manipulated into deadly weapons. Thus, the Time ministry was developed, so that the human scientist could create new and interesting ways to use time to their advantage in their battles.

However, in 2766, having developed an Ultra Nuclear Weapon capable of destroying sub-continents, the Combine hastily bombed the nethergates and the biodomes with these powerful Nuclear weapons. Many Nethergates and biodomes were destroyed along with countless Erthen and Basement creatures. However, as the bomb was never tested before, the Ultra bombs released lots of radiation into the Earth’s atmosphere. After some testing done by the human scientists, it was known that the radiation released was different from any other. Named as Ultra radiation, they soon realized that the radiation was capable of mutating beings in a matter of years. Thus, the combine halted the use of the bombs and created special bomb shelters to protect themselves from the radiation. (Built of Combinium, the only metal that the Ultra radioactive particles could not penetrate, the Combine was safe. However, as Combinium was an extremely rare metal, the humans had no possession of it.) Fully exposed to the bombs, 3 billion humans were annihilated instantly in the bombing. Furthermore, as the radiation had spread over the entire earth, the remaining 330,000 humans were at risk of the slow and painful death of mutation. The Ultra Radiation did its work, slowly mutating countless humans, turning them into beasts of terror. The older, weaker people were the first to succumb to the radiation. After mutating, many lost their mind and soon perished. Just like that, 100,000 humans died each year, the remaining suffered as they waited for their end.
Knowing that none of the humans would be still alive by 2798 AD their only hope was to build a time machine capable of bringing them back to the past, to avoid their doom…

After years of work, in 2797, the humans were able to create time machine prototypes that were able to teleport humans back in time. Though the travel was expected to be extremely dangerous, everyone preferred to take the risk than to suffer torturously as they waited for their end. By now the humans had mutated to a horrible form and look hideously different from their past human-image. They looked ghastly and almost like aliens… They called themselves the Humalien, signifying their transition in appearance from human to alien form. Planning to safe their mutant race from annihilation, the now-mutants wanted to rewrite history at the period where everything went wrong: 2028 AD; the year when Order came back to Earth.

After the mass production of time machines, the mutants teleported back to the past (they left people behind to destroy the machines so that Combine won’t come along). With some of the prototypes malfunctioning, Only 3,000 mutants made it back. The other 7,000 perished. All of the mutants had brought along various Time Weapons, capable of defeating any army that should stand in their way. Armed with vengeance and hatred for Order, Erthen and Combine for their destruction of their race, and Marauders, SoL and Echo for their mistakes that had brought their race to this state, the mutants declared war on their past…

Alien Faction classification
Mutant/Humalien

CHARACTERS

Raider



Fluff: Raiders are the great scouts of the mutant race. Able to travel great distances with their Timecrafts, they are able to obtain important intelligence from their enemies and find out the movements of the enemy. The raiders were also used as a quick-strike force by humalien to exploit the weaknesses of the enemy and manipulate them to their advantage. Armed with Time-guns, they can fire a hail of Time-bullets capable of penetrating all materials, utterly destroying their enemies.

The raiders were actually very frail due to the radiation. However their intelligence were advanced, making them proficient in being able to control the high speeds of the timecraft. As there was a need for more troops to aid in the war, the frail raiders made the timecrafts so that they may help to fight in their cause. Some say they move faster than time itself.

STATISTICS
Abilities: Timecraft 1, Timecraft 2, Time Blast, Sneak Attack 1, Sneak Attack 2, Sneak Attack 3
SP 6 (5.86) 14 (13.67) 22 (22.22)
HEA RR VV EE
MOV 7 8 8
WR 5 5 5
CC 1 2 2
RC 2 2 3
DEF 4 5 6
ABL R: Timecraft 1 Sneak Attack 1
V: Timecraft 1 Sneak Attack 2 Time Blast
E: Timecraft 2 Sneak Attack 3 Time Blast

(We assume that 8 movement costs 99 )

Timecraft I [Passive]: This character MUST use this ability during movement. This character cannot conduct normal movement. This character can move through water with no extra movement costs. However, when this character moves up or down elevation or moves into difficult terrain, this character must end its movement.
Formula: -MOV/5
Cost for hovercraft guy: -13 (Recruit), -19.8 (Veteran)


Timecraft II [Passive]: This ability is the same as hovercraft 1 just that this character can also move through difficult terrain with no extra movement costs. This character also does not have to end movement when entering difficult terrain.
Formula: MOV/5
Price for hovercraft guy: 19.8 (Elite)


Sneak Attack I: This character can move and make a RC attack. However, when this character uses this ability, roll a die. On a roll of 1-5, this character cannot make an RC attack. This character cannot make a RC attack then move nor can this character move, attack and move again. This character MUST use this in conjunction with hovercraft.
Formula: (WR+(MOV-MOV/5)/2+RC)*1.25/2
Cost for Raider: 43.125 (Recruit)


Sneak Attack II: This ability is the same as Sneak Attack 1 just that on a roll of 1-4, this character cannot make a RC attack when attempting to Sneak Attack.
Formula: (WR+(MOV-MOV/5)/2+RC)*1.25*6/10
Cost for Raider: 61.95 (Veteran)


Sneak Attack III: This ability is the same as Sneak Attack 2 just that this character can also choose to use laser blast in conjunction with this ability. However, when this character chooses to use laser blast, roll a die. On a roll of 1-7, the character cannot make either an RC attack nor use Laser blast.
Formula: (((WR+(MOV+MOV/5)/2+RC)*6/10*1.25)+((((WR+RC)*1.75+(MOV+MOV/5)/2)*1.25*3/10))*0.6
Simplified Formula: 0.84375*WR + 0.405 *MOV + 0.84375 *RC
Cost for Raider: 89.87625 (Elite)


Time blast:
When this character uses this ability, a straight line in any direction (within WR) is drawn from this character’s centre square. All characters on an elevation level chosen by this character and covered by the line (including allies) are affected and a RC attack is made on them.
Formula: (WR+RC)*1.75
Cost for Raider: 75.25 (Veteran), 103.25 (Elite)




Doppelganger



Fluff: Doppelgangers are the explorers of the humalien faction. As the humalien desperately needed people more immune to the ultra radiation to gather information about the surroundings in the future Earth, the humalien developed doppelgangers. As scouts and explorers, the humalien used these doppelgangers to explore and replicate any new life forms or objects which the mutants can research on. The doppelgangers used their time chip processors to look into the person’s past and thus replicate them exactly. They were essential in finding Doppelnium which was a key factor in the building of the time machine. In the battleground, the humalien used them to replicate their enemies and use them against their enemies. Doppelgangers were also used to spy on enemies to gain more knowledge on the various factions so as to uncover their weaknesses.

STATISTICS
Abilities: Doppelganger 1, Doppelganger 2, Pounce, Charge
SP 7 (7.18) 11 (10.84) 18 (17.67)
HEA RRR VV EE
MOV 4 5 5
WR 0 0 0
CC 2 3 3
RC 0 0 0
DEF 4 5 6
ABL R: Doppelganger 1 Pounce
V: Doppelganger 2 Pounce
E: Doppelganger 2 Charge

Doppelganger: Once this character kills another character, this character can take over the identity of the deceased character. If this character decides to use this ability, this character’s stats will be permanently changed to that of its victim except for this character’s DEF and his health which will remain the same. The level of the doppelganger after he changed his identity depends on the amount of health this character has and the number of health the doppelgangered character has in each level. (e.g. if doppelganger with 5 health doppelgangers a veteran hellfire, he will be a veteran hellfire with 5 health. If he doppelgangers a elite commander, he will be a elite commander with 5 health.) The rank of the this character after he changes his identity cannot be higher than the rank which the doppegangered character started the skirmish. This character can only use this ability once throughout the skirmish and cannot assume the identity of another character that it killed after it has used this ability.
Cost for Doppelganger: 50 (Recruit)

Doppelganger 2: This ability is the same as doppelganger 1 just that once this character uses this ability to replicate someone else, this character gets +1 DEF.
Formula: 80 + DEF*0.8 (Veteran), 120 + DEF*0.8 (Elite)
Cost for Doppelganger: 101.6 for (Veteran) and 157.6 (Elite)


Pounce: This character can move 2 squares and Close Combat a character. This character cannot pounce a character that it was adjacent to before it started its action. This character cannot attack then move or move then attack then move. This character cannot pounce past blocking terrain.
Formula: 3MOV + CC
Cost for Doppelganger: 31 (Recruit), 47 (Veteran)


Charge: When this character moves adjacent to an enemy character it can make a Close Combat attack. This character cannot Move and make a Close Combat attack against an enemy character it started its turn adjacent to.
Formula: MOV + CC
Cost for Doppelganger: 61 (Elite)




Indestructible


Fluff: As there were many humans who were greatly affected by the radiation, the mutants built strong robotic-like structures in which people, who could no longer survive without protection, could be sheltered from the Ultra Radiation in the robot. As the robots were built out of Combinium, which was the only metal, that the ultra Radiation could not penetrate, the Robots were a shelter for the mutants who hid in it. In return for granting their protection in these “robots”, the mutants in it helped to fight battles for Humalien. In battle, Enemy attacks would be deflected harmlessly due to the robots’ strong Combinium armor. Therefore, these giant robots were infamously named “The Indestructibles”

The Indestructible’s intimidating structure and appearance often caused their enemies to be terrified by them and would often flee from battle. Therefore, the Humalien built a deadly mechanism into the Indestructible termed “The Black Hole”. It was able to pull their enemies towards the Indestructible and towards their doom. An important unit in all Humalien’s battles, the Indestructible was the core of the army.

STATISTICS
Abilities: Huge, Death Pull 1, Death Pull 2, Intimidate
SP 13(12.96) 26(26.33) 45(44.77)
HEA RRR VVV EEE
MOV 4 4 4
WR 3 4 4
CC 3 4 5
RC 2 3 3
DEF 7 7 8
ABL R: Huge Death Pull
V: Huge Death Pull 2 Intimidate
E: Huge Death Pull 2 Intimidate

Death pull 1: This character can conduct an RC attack against any Humans, Cyborgs, Erthen, Basement, Chimeras, ARMS, Autonoma in this character’s LOS and WR. This character MUST use this ability for RC combat. This attack deals no damage. However, if there is at least one success, the target must move to a square (decided by this character) adjacent to this character, and this character can CC the target.
Formula: WR+RC+CC
Cost: 70 (Recruit)


Death Pull 2: This ability is the same as Death Pull 1 just that this character is allowed to prevent the first small character (non-huge) from retreating from CC. Only when it kills this small character can it prevent another small character from retreating from CC.
Formula: WR+RC+CC +20
Cost: 132 (Veteran), 168 (Elite)


Intimidate: When this character attacks in CC, a roll result of ten will mean that the target will be stunned for 1 turn and will still take damage as usual. A character cannot be stunned twice and a stunned character cannot take any action on its move and must spend one turn to recover from the stun.
Formula: CC*1.1
Cost: 64.9 (Veteran), 101.2 (Elite)




TimeKeeper


Fluff: Timekeepers are the mutants battlefield commanders. Best trained in the field of Time, they are able to severely weaken their enemies to that of their inferior self, leaving them vulnerable to attacks by the other mutants. They are proficient in the arts of controlling time such that they is able to temporarily revert his allies into their stronger self, making them formidable and greatly superior to his enemies. Timekeepers can use their powers of time and see into the future so that they may foretell their enemies movements and avoid them, making the timekeeper a strong opponent. Rumour has it that the Timekeepers says ‘Your time is up! Now die!’ when he slays his enemies, but no one has lived to tell the tale...

STATISTICS
Abilities: Time Warp, Premonition I, Premonition II
SP 9 (8.76) 16 (15.95) 23 (23.08)
HEA RR VV EE
MOV 4 4 5
WR 6 6 7
CC 1 2 2
RC 2 3 3
DEF 5 6 6
ABL R: Time Warp Premonition 1
V: Time Warp Premonition 2
E: Time Warp Premonition 2

Premonition I (passive): When attacked, roll 2 ten sided die. If both are 6-10, the entire attack misses. This character cannot use this ability to avoid area attacks
Formula: 0.8*DEF
Cost: 21.6 (Recruit)


Premonition II (passive): This ability is the same as Premonition I just that if both rolls are 5-10, the entire attack misses.
Formula: 1.2 *DEF
Cost: 56.4 (Veteran and Elite)


Time Warp: This character can target a person in LOS and in WR using this ability. The target of the attack does not receive difficult and character bonuses. The attack deals no damage. However, if there is at least one success and the target of the attack is veteran or elite, character is decreased to the stats of its lower level for the rest of the round. If the target is a recruit, the target will lose all its abilities except ‘Huge’ for that round. Alternatively, this character can warp an ally in LOS and in WR with this ability. No damage will be done and a success would cause a recruit or veteran character to be increased to the stats of its higher level for the rest of the round. An elite ally will gain a +1 defense for that round. The target of the warp must either be of the same or lower rank of this character.
Formula: (WR+RC)*2.3
Cost: 119.6 (Recruit), 156.4 (Veteran), 186.3 (Elite)




TimeHunter


Fluff: Time hunters, the deputy general of the humalien army, make use of releasing time waves through a device they created strapped on their body. Time Keeper’s Time wave is able to stimulate the time chip in such a way that it will also help to accelerate the regeneration of the mutant’s cells. Thus, healing is not very effective and the process is slow, requiring some time to heal. However, the time wave when advanced can also cause major damage to non-mutants body systems.

Being an expert in harnessing the power of time, he is able to warp the time around an enemy target such that he will be snared in a time well, where he would be vulnerable to the attacks from the mutants.

STATISTICS
Abilities: Time Wave I, Time Wave II, Entrap
SP 8 (7.81) 14 (14.45) 21 (20.66)
HEA RR VV EE
MOV 4 5 5
WR 5 6 7
CC 1 1 1
RC 2 3 3
DEF 5 6 6
ABL R: Time Wave 1 Entrap
V: Time Wave 2 Entrap
E: Time Wave 2 Entrap

Entrap: This character can attempt to trap a character in WR and in LOS by conducting a RC attack against that character. The target of the attack suffers damage as usual and if there is at least one success, the target character will also be entrapped. Place the entrap template (3x3 with middle tile empty) under the entrapped character. All the tiles of this template are blocking terrain to the enemy but with 7 defense. Psiblade and Wraith cannot use Phasing or Incorporeal to escape from the template. However, to mutants, the template is just clear terrain. Once this character destroys a tile of the template or leaves the template (for allies) the template will disappear and the terrain that was covered will remain the same as before the template was placed. When using this ability, this character MUST target a character. This character cannot entrap a huge unit and this character cannot entrap a character that is adjacent to another character unless the adjacent character is a mutant. The entrapped character cannot CC adjacent mutants and other characters cannot RC a mutant at the edge of the template. After this character entraps a character, this character cannot entrap a second character until the first trap is destroyed.
Formula: WR*2+RC
Cost: 64 (Recruit), 98 (Veteran), 124 (Elite)


Time wave 1 (passive): Place the time wave template centered on top of this character (5*5 without corners). All injured mutants in LOS and covered by the template (to include itself) gets healed for one point for damage after being injured and within the template for 2 turns.
Template: Toxin burst template without corners
Formula: (2WR+40)*1.3
Cost: 59.8 (Recruit)


Time wave 2(passive): This ability is the same as time wave 1 except that this character can also target all Humans, Cyborgs, Erthen, Basement, Chimera, ARMS and Autonoma that are covered by the template, in LOS and of the same rank or lower than this character. Such characters will lose one health after being in the template for 2 turns. Even after being in the template for more than 2 turns, mutants and enemies can continue to gain health and lose health respectively. In order to keep track, place the time wave token on characters that have been in the template for 1 turn
Template: Toxin burst template without corners
Formula: (2WR+60)*1.3
Cost: 85.8 (Veteran and Elite)


Acknowledgements
Character art: Clarence the artist!!
Fluff: Paul and Clarence
Character statistics: Clarence, Paul and Joshua
Character abilities: Paul, Clarence and Joshua

We hope you like our faction. Feel free to voice any opinions about our faction in this thread. Thanks so much .
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David Thompson
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Anyone who doesn't think this is one of the best STA posts ever is WRONG! I'll put the faction together on characters cards, tokens, etc over the next few days. I'll run them through my character creation spreadsheet, but it looks like you guys did a ton of work statting them out, balancing their powers, etc. bravo!
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Order of the Echolight
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Thanks David Would really be so happy to see them in character cards. Have been making do with Erthen characters substituting the humalien faction!
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David Thompson
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I noticed your description of the faction symbol, but didn't see an example. Has Clarence already worked up what it looks like? If not, what about a simple clock with a counterclockwise arrow, indicating time travel back in time? Something like:



* As a big of an Easter Egg, the clock reads 8:28 or 2028 on a 24 hour clock, which is the year the Humaliens are traveling back in time to.

Also, it that about the right color purple, or did you guys want something darker or lighter?
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David Thompson
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Also, Clarence, do you have the original character sketches for the Indestructable, Timekeeper, and Timehunter? The original sketches for the Doppleganger and Raider are easier to work with on the character cards.

Thanks!
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That's really nice!! Very meaningful Clarence hasn't finalised what it looks like and we all tried to draw the faction symbol but it didn't turn out very well. I think that is really great, will ask Clarence on his opinion. If u look at the character art for Timekeeper and Timehunter, there are pictures of clocks there. Those were some of our attempts. We should replace those with the faction symbol. We wanted purple because it seemed more alien-ish and it wasn't used before.

By the way, the picture of Timehunter is really random since we did not have much idea on how it should look.
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And here's an extremely rough draft of what a Humalien character card might look like. Not sure about the background texture. I've been toying with a few different things, but didn't know what you guys would like...something more modern and sleek to reflect the advanced nature of their gear or something more abstract and alien?...

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Quote:
Thanks David Would really be so happy to see them in character cards. Have been making do with Erthen characters substituting the humalien faction!

If you have a pc use nandeck and my script, it would do wonders to prototyping.
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I was thinking the same thing. RT did an awesome job coming up with a nandeck setup for STA and writing a tutorial. I can't use it because I have a Mac, but it's really sweet.
 
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Comarauthen wrote:

We hope you like our faction. Feel free to voice any opinions about our faction in this thread. Thanks so much .


First of all, great work.

About the faction, I like the main concept,the work is well done and the faction is stable. Some characters doesn't feel right, but with some works and outside opinions they could fit.

And now, for something totally different... The fluff... well... I didn't like it, but that's an opinion, and, more important, it doesn't work, there are to many issues that make it to forced, and that issues aren't an opinion.
So let me see if I got it right, these mutants are going back and the machines are destroyed... How they returned? Build new ones in the past??? If they build new ones in the past to come to the future, why they just didn't jump to the future and settle after the planet recover?

Second, the go to the past and bring new weapons? Doesn't sound to me.

Third and critical... If all humans are dying or transforming into mutants, this extra faction just kills Marauders and SoL faction directly and put combine and echo over heavy stress (as story).
No way you can pull SoL from it, even you can say 'Marauders' take RadAway(Copy Righted) everyday, SoL would not take any technological stuff, and would die in one or two years.
So, Nukes under ground inside some type of earth penetrating missile, directly to domes, with low radiation leak in most of the places. Massive battles above between combine and allies against nethers and their allies in a very conventional way. Some nukes on surface but few (my vision of it).


Now contribution:
Applying KISS system and this is an opinion, do something like:
"After years of work, in 2797, the humans aren't still mastered the time travel science, but the research lead to development of several small machines able to bend time and time perception. Without other way to avoid annihilation by other factions, Humaline develop a arsenal of weapons based in their only advantage, time"
Simple, clean, no problems with time travel concepts (go see "back to the future" to understand what I'm talking), no technology appearing from the air, just plain adaptation from peaceful science to weapons.

Indestructible
As human body suffer massive G forces when making small time bend, the mutants built strong robotic-like structures in which people, who could no survive without protection, could be sheltered from the forces involved in time bending. In battle, Enemy attacks would be deflected harmlessly due to the robots’ strong armor. Therefore, these giant robots were infamously named “The Indestructibles”

The Indestructible’s intimidating structure and appearance often caused their enemies to be terrified by them and would often flee from battle. Therefore, the Humalien built a mechanism into the Indestructible termed “The Black Hole”. It was able to pull their enemies towards the Indestructible and towards their doom. An important unit in all Humalien’s battles, the Indestructible was the core of the army.

David can tell you how annoying I'm with story, fluff and lose ends...
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Skirmish_Tactics wrote:
And here's an extremely rough draft of what a Humalien character card might look like. Not sure about the background texture. I've been toying with a few different things, but didn't know what you guys would like...something more modern and sleek to reflect the advanced nature of their gear or something more abstract and alien?...



Looks great for the both of us . Really love the character card Just a question, what's doppelganger 3??
 
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baalrukh wrote:

And now, for something totally different... The fluff... well... I didn't like it, but that's an opinion, and, more important, it doesn't work, there are to many issues that make it to forced, and that issues aren't an opinion.
So let me see if I got it right, these mutants are going back and the machines are destroyed... How they returned? Build new ones in the past??? If they build new ones in the past to come to the future, why they just didn't jump to the future and settle after the planet recover?


Thanks for this comment. We kind of expected our fluff to have quite a few contradictions given its over-complicateness. Looks like u found them . For me, I was thinking that they settled in their past: 2028 and right the wrong. Didn't really think about that part. Maybe, we could just delete that part of the fluff, or add a part saying that they would return after they corrected the past?

Quote:
Second, the go to the past and bring new weapons? Doesn't sound to me.


Sorry but i don't understand what's wrong with this part. They brought their weapons that they had developed along with them so that they could defeat the other factions.

Quote:
Third and critical... If all humans are dying or transforming into mutants, this extra faction just kills Marauders and SoL faction directly and put combine and echo over heavy stress (as story).
No way you can pull SoL from it, even you can say 'Marauders' take RadAway(Copy Righted) everyday, SoL would not take any technological stuff, and would die in one or two years.


I was kind of treating Combine as an enemy of the humans actually... Anyway, technically, there should be people that aren't in the factions. That's a really good point, have to really think about it.
 
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Comarauthen wrote:
baalrukh wrote:
Second, the go to the past and bring new weapons? Doesn't sound to me.


Sorry but i don't understand what's wrong with this part. They brought their weapons that they had developed along with them so that they could defeat the other factions.


So you are implying that mutants jumping back in time and there in the past they would develop new weapons and then jump back?
Main routes of action if there was a time machine:
a) Jump backwards and with present weapons avoid the apocalypse. (Terminator movie scenario)
b) Jump forwards and take advanced technology. (don't remember any example)
c) Time jump near time and ambush specific enemies (Red Alert game scenario)

Going back to develop advanced weapons just doesn’t sound good because, you can easily do it at present, or if you go back, with the present technology, you could probably conquer there your enemies, so, what would be the point of coming back?

And I still think you should keep away from time travel…
http://en.wikipedia.org/wiki/Grandfather_paradox

And where I writted Bend, should be ‘Dilation’
http://en.wikipedia.org/wiki/Time_travel
 
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Quote:
Looks great for the both of us . Really love the character card Just a question, what's doppelganger 3??


Ok, glad you like it. I'll use it for all your characters. Doppleganger 3 was just a typo! blush

I'm going to let you guys and RT (and anyone else who's interested!) hash out the story/fluff specifics for now. In the end we will all be able to work together to make sure that it works within the context of STA. I will say that my core local and online group loves the faction in general. Everyone was very impressed with how original and interesting the powers are.

I'm on a work trip right now and don't have ready access to all my spreadsheets, etc, but my first focus will be on working through the cost of the abilities. One question - why did you guys decide that there would be a chance that sneak attack fail? I don't have an issue with it, I'm just curious.

Looking forward to more on the Humaliens! Once again, great work!

As an aside, I need to add a section to the website for fan content. RT has come up with some really awesome stuff too that I need to make available for everyone.
 
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[q="Skirmish_Tactics"]
Quote:

One question - why did you guys decide that there would be a chance that sneak attack fail? I don't have an issue with it, I'm just curious.


That was a good question . The main reason is to lower the cost of Raider . As humalien is like one of the more expensive factions (maybe the most so far), we felt that raider shouldn't be too expensive. If there was no chance that sneak attack would fail, raider would cost about 7 or 8. That would be expensive.

Talking about Raider, we are thinking of changing sneak attack a lot. We are thinking of probably modifying sneak attack to a 'trample' version of ambush. This is so as raider's high movement needs to be made use of. Should raider merely have an ambush-like ability, the extra movement would not be too useful.

What we are considering is to lower Raider's mov to 6,7,8 and maybe take away time blast . Instead, he will have a better sneak attack ability. For sneak attack 1, he can move, shoot, move or move,shoot or shoot, move. However, there will only be 50% of success.
((MOV-MOV/5)+WR+RC)*1.25*1.5*0.5. Using the ability formula, it should cost around 6.4. Still thinking about Sneak attack 2,3.
 
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baalrukh wrote:

So you are implying that mutants jumping back in time and there in the past they would develop new weapons and then jump back?
Main routes of action if there was a time machine:
a) Jump backwards and with present weapons avoid the apocalypse. (Terminator movie scenario)
b) Jump forwards and take advanced technology. (don't remember any example)
c) Time jump near time and ambush specific enemies (Red Alert game scenario)

Going back to develop advanced weapons just doesn’t sound good because, you can easily do it at present, or if you go back, with the present technology, you could probably conquer there your enemies, so, what would be the point of coming back?

And I still think you should keep away from time travel…
http://en.wikipedia.org/wiki/Grandfather_paradox

And where I writted Bend, should be ‘Dilation’
http://en.wikipedia.org/wiki/Time_travel


I meant that hum alien developed their weapons in their present in 2799 to defend themselves. They only brought the weapons back to their past:2028 to aid them in their battles.

However, I do feel that we shouldn't use time travel. I agree, its kind of unnecessarily complicated. If i get u right, do u mean that they use their time bend stuff to make them seem like they are in the past: 2028 when they are still in the future? Not sure if i understood u completely. Sorry
 
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Hey! Why didn't you tell me you posted this... I didn't even see anything you all created...

But I did not know you did so much work already! I want to play against this! (I hope it's not overpowered.)


 
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Regarding the new raider that i was conceptualising, here are the new statistics. Please read and decide which version of the raider is better. Personally, i prefer this one.

RADIDER 2
SP: 6 (6.04), 12 (12.25), 23 (22.63)
HEA: RR, VV, EE
MOV: 6,7,7
WR: 4,5,5
CC: 1,2,2
RC: 2,2,3
DEF: 4,5,6
ABL: R: Timecraft 1, Sneak Attack 1
V: Timecraft 1, Sneak Attack 2
E: Timecraft 2, Sneak Attack 3

Sneak Attack 1: This character can move and shoot, shoot then move, or move, shoot and move. However, when this character uses this ability, roll a die. On a roll of 1-4, this character cannot make an RC attack. This character MUST use this in conjunction with Timecraft 1.
Formula: (MOV-MOV/5+WR+RC)*1.25*1.5*0.6
Cost for Raider= 75.825

Sneak Attack 2: This ability is the same as Sneak Attack 1 just that on a roll of 1-2, this character cannot make a RC attack.
Formula: (MOV-MOV/5+WR+RC)*1.25*1.5*0.8
Cost for Raider= 142.5

Sneak Attack 3: This ability is the same as Sneak Attack 2 just that this character doesn't have to roll a die to decide whether he can make a RC attack. This character also has to use this ability in conjunction with Timecraft 2.
Formula: (MOV+MOV/5+WR+RC)*1.25*1.5
Cost for Raider= 256.875

Basically, this new Raider's Sneak attack is a somewhat trample ability. It will be really powerful and the only thing I am worried about is that it could be a little bit OP. But then again, need to make use of the high movement.
 
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I like the newer version better. I'm starting to toy around with the pricing the abilities, just to give you my thoughts. This is a proposed formula for Sneak Attack. (By the way, I use a formula of -(Mov * .2) for Timecraft, just because I don't like having division in my formulas. I also changed the base cost of Move 7 to 62 (and Mov 8 to 98 - just in case we need it in the future).

As an aside, this ability works pretty much just like RT's Buggy that he designed a long time ago for the Marauders. I need to brush it back off and get it back into the game.

Sneak Attack 1 formula:

((MOV+Timecraft)+((WR+RC)*0.50))*1.5

You can see that I've calculated Move first. Then I add it to (WR+RC)*.75. The *.50 represents the miss chance on the 1d10 roll and is applicable only to the ranged attack, so it doesn't include the Move component. The *1.5 to the entire ability represents the Trample-like ability to Move-Shoot-Move.

Based on this formula, the only thing I changed for Sneak Attack 2 and 3 was the WR+RC multiplier (representing the miss chance).

Here are the formulas I came up with:

Sneak Attack 2:
((MOV+Timecraft)+(WR+RC))*1.5

Sneak Attack 3:
((MOV+Timecraft)+((WR+RC)*2))*1.5

Based on those formulas, our total character costs are pretty much the same. You had 6, 12, and 23. I had 6, 12, and 21.

When you compare the Elite Raider to the Elite Scout (which is probably the most appropriate character in the game to compare the Raider to), the biggest different is the Raider has Sneak Attack with no chance to miss, while the Scout has Ambush. The Raider is 3 or 5 (depending on which version you use) points more than the Scout. I think that looks about right.

As an alternative, you could just have Sneak Attack 1 function exactly like Ambush and then have Sneak Attack 2 function just like Sneak Attack 3 currently works...so basically Ambush and then a ranged version of trample. That gets rid of the miss chance.

So I like this version of the Raider mechanically. Now let's talk about the fluff...in the next post...




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I've thought a LOT about the fluff for the Humaliens over the last week or so. First thoughts:

My local and core online groups have HIGHLY praised the faction for originality, both with regard to general concept and the mechanics of the abilities.

Fluff wise, I know there is a little debate about the specifics. I think we should try to establish some core tenets that inform the faction and then work from there. In my opinion, these components of the faction compose their core identify:

- From the future (2799, to be exact);

- The have some ability to travel to the past - it's unclear how developed this ability is and exactly what level of control they have over it. Presumably the ability may still be in its infancy, as otherwise they would have traveled to the past at an earlier time;

- They traveled to 2028 AD - but why this time? Why not earlier? Perhaps they intended to travel to an earlier time (when it would have been easier to prevent the calamity of humankind and the Last War), but there was an error with their calculations or technology?;

- There must be a reason for them to battle with all the other factions in the game. I think it's pretty clear that all the other factions would engage the Humaliens in battle, but why would the Humaliens want to fight SoL and the Marauders, for example? This should be related to the reason they came back in time. Their motivation must somehow require them to need to fight against all factions;

- Perhaps their weaponry and technology often does not function properly as a result of their time travel. This could explain why Sneak Attack has an automatic miss chance, for example.

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Clarification on Doppelgänger 2?...

Since the character keeps his Defense after taking the form of the defeated character, does that mean a Vet Doppelgänger will have an effective Defense of 6 and an Elite Doppelgänger a Defense of 7? It reads like that is your intention. I don't have a problem with this, I just wanted to make sure that is want you intended.

Also, just to be clear, the Doppelgänger does not get to keep its own abilities (ie Pounce/Charge) after taking the form of a victim, right? And it can or cannot change back to its original Doppelgänger form?
 
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Yes. That is right. His new defense would be 6 at veteran and most 5 at recruit when he gets injured after he doppelganger's someone.

Yes again. He loses all his abilities and cannot change back. At least that was what we thought of.

Thinking about it, maybe we could let Doppelganger change back to his original self spending one action turn but can change back when he wants too. Maybe the doppelganger should be allowed to doppelgänger more than one character. Just my thoughts
 
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I think I like the idea of building added flexibility into the Doppelgänger aspect of the character rather than the Defense bonus, but it's really your guys' call. I do like the idea of switching back and forth and taking on the abilities of others.
 
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So far, we have changed the statistics of the Raider and doppelganger character. Here are the stats with some changed abilities to make sure we are all on the right page. Unfortunately, i couldn't change SA 2 to 100% success because that would make it ultra expensive. Raider at elite was also surprisingly cost 24 (if my calculations were correct). Basically, Sneak attack 1 is ambush, SA 2 is a rc version of trample with 80% success while Sa3 is trample with 100% success. Hope my ability formulas are ok

Raider Stats v2
Cost: 6 (6.34), 12 (12.13), 24 (23.82)
HEA: 2,4,6
MOV: 6,7,7
WR: 4,5,5
CC: 1,2,2
RC: 2,2,3
DEF: 4,5,6
ABL: R: Sneak Attack 1, Timecraft 1
V: Sneak Attack 2, Timecraft 1
E: Sneak Attack 3, Timecraft 2

Changes to Sneak Attack
Sneak Attack 1= This character can move and shoot or shoot then move. This character must use this ability in conjunction to Timecraft 1 (Ambush)
Formula: (MOV-MOV*0.2+WR+RC)*1.25
Cost for Raider= 84.25

Sneak Attack 2a= This ability is the same as Sneak Attack 1 just that this character can also move, shoot and move. However, when this character uses this ability, he has to roll a die. On a roll of 1-2, this character cannot make an RC attack.
David’s Formula: ((MOV-MOV*0.2)+(WR+RC))*1.5
Cost: 138.9

Sneak Attack 3= This ability is the same as Sneak Attack 2 just that this character doesn’t have to roll a die to determine whether he can make a RC attack. This character Must use this ability in conjunction with Timecraft 2.
David’s Formula: ((MOV+MOV*0.2)+(WR+RC)*2)*1.5
Cost for Raider= 288.6


Here are the new proposed stats for doppelganger. I changed Doppelganger 2 and added doppelganger 3. It allows doppelganger more flexibility and thus better than the defense bonus which is boring . I am also thinking of changing his movement at recruit to 5. Not too sure though. Please do check my pricing of Doppelgänger. Not sure if i did it correctly.

Doppelganger Stats v2
Cost: 7 (6.91), 10 (10.16), 16 (16.22)
HEA: 3,5,7
MOV: 4,5,5
WR: 0
CC: 2,3,3
RC: 0
DEF: 4,5,6
ABL: R: Doppelganger 1, Pounce
V: Doppelgänger 2, Pounce
E: Doppelganger 3, Charge

Doppelganger 1: Same as original
Formula: 15*HEA (number of health: 3)
Cost for Doppelganger: 45

New Doppelganger 2: This ability is the same as doppelganger 1 just that once this character can doppelganger more than one person and obtain its identity. This character can also switch identities including its former self spending one turn of action.
Formula: 17*HEA
Cost for Doppelganger: 85

Doppelganger 3: This ability is the same as doppelganger 2 just that this character can also switch identities including its former self without needing to spend one turn of action. However, this character can only switch identities during its turn of action.
Formula: 18*HEA
Cost for Doppelganger: 126
 
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Skirmish_Tactics wrote:

- The have some ability to travel to the past - it's unclear how developed this ability is and exactly what level of control they have over it. Presumably the ability may still be in its infancy, as otherwise they would have traveled to the past at an earlier time;


Honestly, I didn't think that deeply into the fluff. I simply wrote what i imagined Humalien to be and tried to avoid some of the problems. I didn't think about this point when i wrote the fluff, but it should probably make more sense if it is at its infancy. They used the first prototype that had a chance of teleporting them into the past and there was a 70% mortality rate. Thus, maybe it could be ok to say that the only control that they have over the machine was that it could teleport some people safely to around the time where they intended to go (+- 100 years?)

Quote:

- They traveled to 2028 AD - but why this time? Why not earlier? Perhaps they intended to travel to an earlier time (when it would have been easier to prevent the calamity of humankind and the Last War), but there was an error with their calculations or technology?;


Good question, it might make a bit more sense if they wanted to travel earlier to about the 1950s where order and erthen were not really known yet. So it should be their technology that was at fault. This was so as they rushed to build the time machines as the radiation was killing them fast, so they had little time to think about quality and precision of the machines. Just wanted to get out fast.

Quote:

- There must be a reason for them to battle with all the other factions in the game. I think it's pretty clear that all the other factions would engage the Humaliens in battle, but why would the Humaliens want to fight SoL and the Marauders, for example? This should be related to the reason they came back in time. Their motivation must somehow require them to need to fight against all factions;


Hardest question. I haven't figured this out yet, just have some random proposals.

1: They are angry with Marauders and SoL for messing up the wars with the other factions, causing the ultra radiation bombing incident to happen. They are angry that because of their failure to win the other factions, Huamlien ended up as a mutated people, with their mutation being extremely painful.

2: They want to conquer the world. After winning all of the other factions, they will have dominion over the entire world and they can live in this considerably healthy world undamaged by ultra radiation. They maybe know that they will never be given a chance to stay here peacefully so they might as well fight and get rid of all the other factions so that they can live on this past earth.

These are some examples though i think maybe number 2 is better.

Quote:

- Perhaps their weaponry and technology often does not function properly as a result of their time travel. This could explain why Sneak Attack has an automatic miss chance, for example.


Some of their technology does not function properly. That is the reason why Timecraft does not function well when climbing elevation with it. It could either be because the tech is not that developed yet (no time- radiation) or the time travel caused it to disfunction or both. (If they had a chance to develop it properly, time warp and entrap would be 100% success and time wave would be 4 damage per turn.) However, that is not really the reason why sneak attack fails. The reason for the attack failing at sneak attack 2 is because the timecraft moves really fast, so it would be hard for the raider to be able to shoot at its target.

Thanks for the questions
 
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