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Subject: [WIP] Factions Mode - Legacy Units rss

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John Belcher
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Lancaster
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Right now this is merely the seed of a larger idea, and a few examples to show where I'm going with it. Eventually, though, I'll fully expand and flesh it out, and hopefully add just a teensy bit more awesome to a pretty neat little game.

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Factions Mode
Factions Mode adds the option to play as different factions, with alternate units and more variety in play styles.

Components
This variant assumes you have access to the Risk Legacy army pieces. If you do not, feel free to use whatever other markers you find helpful. Eventually I'll expand this to include other Risk variants - though I don't have any intention of going beyond the Risk family of games at this time.



Setup
Before players place squads or receive Boot Camp cards, each player selects a Faction from the list below. Each Faction has specific units that replace some of the standard player units.

The Units
Except as otherwise noted, the Factions units follow the normal rules for units and squads.

The Factions
Each player chooses one of the following Factions.

Enclave of the Bear
From Legacy: "Savage and primal, the Enclave of the Bear are genetically altered humans who terrify their enemies with their ferocity."



- Replace your Engineer units with Berserker units. Take 5 Berserker figures.
- Replace your Tank units with War Bear units. Take 3 War Bear figures. When you spawn a War Bear unit, place the figure on a tank token. The token acts as a base for the figure.

Berserker
- Replaces Engineer.
- Does not count as any unit type for cards. (Unless you have access to other engineers, you can discard and redraw those cards.)
- Count as Assault units for Assault squad power.
- When attacking, gives one upgraded die for every Berserker in the squad beyond the first.

War Bear
- Replaces Tank. (If using Advanced Armor, replaces Light Tank.)
- Uses the standard Tank rules, except…
- Does not count as a Tank for cards. (Unless you have access to other tanks, you can discard and redraw those cards.)
- War Bears can move into zones with buildings, cover, woods, or rocky terrain.
- They can move across a bridge.
- Enemy units do not have to stop moving when they enter a zone adjacent to a War Bear.
- War Bears do not benefit from engineer units.


Imperial Balkania
From Legacy: "Pure humans who are organized and diligently trained. The Imperial Balkanians want to spread their world vision to this new planet."



- Replace your Support units with Honor Guard units. Take 5 Honor Guard figures.
- Replace your Tank units with Strike Tank units. Take 3 Strike Tank figures. When you spawn a Strike Tank unit, place the figure on a tank token. The token acts as a base for the figure.

Honor Guard
- Replaces Support.
- Honor Guard units count as Recon units when attacking, for both Recon squad powers and cards.
- Honor Guard units count as Support units when defending, for both Support squad powers and cards.

Strike Tank
- Replaces Tank. (If using Advanced Armor, replaces Heavy Tank.)
- Uses the standard Tank rules, except…
- Before the Combat step, you can choose to either have your Strike Tanks attack with an upgraded die as normal, or to instead count as Recon units for Recon squad powers. All Strike Tanks must use the same option.


Die Mechaniker
From Legacy: "Heavily armored and highly defensive, Die Mechaniker rely on surviving what their enemies throw at them."



- Replace your Assault units with Warden units. Take 5 Warden figures.
- Replace your Tank units with Heavy Cannon units. Take 3 Heavy Cannon figures. When you spawn a Heavy Cannon unit, place the figure on a tank token. The token acts as a base for the figure.

Warden
- Replaces Assault.
- Does not count as any unit type for cards. (Unless you have access to other assault units, you can discard and redraw those cards.)
- When a squad is defending and has more than one Warden, it gains increased benefits from Cover. For every two Warden units in the squad and one Cover token on the zone, you can improve the upgraded defense die roll by one. If the upgraded die is a block, you add one block to the total number of blocks rolled. If the upgraded die is a hit, you add one hit to the total number of hits rolled. If the upgraded die does not roll either a block or a hit, you add nothing to the total.

Heavy Cannon
- Replaces Tank. (If using Advanced Armor, replaces Heavy Tank.)
- Uses the standard Tank rules, except…
- Heavy Cannons cannot move unless they are in a squad with at least one other unit type.
- Heavy Cannons can move into zones with buildings, cover, woods, or rocky terrain.
- They can move across a bridge.
- Heavy Cannons cannot attack after moving.
- If the Heavy Cannon has a dedicated engineer unit with it, that heavy cannon adds one hit to the number of hits rolled on defense dice, instead of one block (two heavy cannons with two engineers would allow each heavy cannon to have an extra hit).


Khan Industries
From Legacy: "Well-armed but not well-trained, Khan Industries is overpopulated with members from all genetic backgrounds. THeir motto: people and guns are cheap to make."



- Replace your Recon units with Recruit units. Take 10 Recruit figures.
- Replace your Tank units with Battlemech units. Take 3 Battlemech figures. When you spawn a Battlemech unit, place the figure on a tank token. The token acts as a base for the figure.

Recruit
- Replaces Recon.
- Does not count as any unit type for cards. (Unless you have access to other recon units, you can discard and redraw those cards.)
- Each Recruit counts as only half of a unit toward the four-unit maximum in a squad. You can have up to eight Recruits in a single squad.

Battlemech
- Replaces Tank. (If using Advanced Armor, replaces Medium Tank.)
- Uses the standard Tank rules, except…
- Battlemechs cannot move into zones with cover.
- Battlemechs can move into zones with buildings, woods, or rocky terrain.
- They can move across a bridge.
- Battlemechs always defend with an upgraded die, but do not normally attack with one.
- If a Battlemech is in a squad with at least four Recruits, it can roll an upgraded die when attacking.


The Saharan Republic
From Legacy: "Savvy warriors who fight with old equipment and guerrilla-like tactics. The Saharan Republic exists to be mobile and hard to find."



- Replace your Engineer units with Nomad units. Take 5 Nomad figures.
- Replace your Tank units with Attack Car units. Take 3 Attack Car figures. When you spawn an Attack Car unit, place the figure on a tank token. The token acts as a base for the figure.

Nomad
- Replaces Engineer.
- Count as Recon units for cards. (Unless you have access to other engineer units, you can discard and redraw those cards.)
- Count as Assault units for Assault squad power.

Attack Car
- Replaces Tank. (If using Advanced Armor, replaces Medium Tank.)
- Uses the standard Tank rules, except…
- You can place up to two Attack Car units on a single Tank token. Each figure counts as a unit toward the four-unit maximum in a squad, but the two figures only use one of your Tank/Air tokens.
- Attack Cars cannot move into zones with cover.
- Attack Cars can move into zones with buildings, woods, or rocky terrain.
- They can move across a bridge.
- Attack Cars do not normally attack or defend with an upgraded die.
- Enemy units do not have to stop moving when they enter a zone adjacent to an Attack Car.
- Attack Cars do not benefit from engineer units.
- After moving, if there are not more units of other types in the squad than Attack Car units, you can move the squad a second time.



The SPOILER factions from Risk Legacy can be found here, in a separate thread. Though it should be obvious: SPOILERS for Risk Legacy can be found in that other thread.


That concludes the Legacy factions, but I still plan on more factions to follow...
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