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Subject: Weak wargear rss

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Oden Dee
Australia
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Weak wargear - Anyone come up with a list of weak items and possible variants for them?

I'm finding that players are always passing on the 3 wargear items (that cost 4 influence) that allow you to force enemy to reroll battle dice.

I'm thinking that even if you gave them 2 more charges, players still wouldn't take them. Maybe they will.
 
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Coje Vampotom
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That's interesting. In my group those three items are actually valued quite high because they provide protection against exploding dice. They only get overlooked because of their high cost but if someone can afford them they get picked often.

On the other hand the other three armours (those that prevent loss of life) seem to be quite lackluster. Also those +1 on skill checks items rarely make any difference.
 
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Oden Dee
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Oh its good to hear that someone finds those items useful. Perhaps we underestimate them.

Yeah good point on those other items.

The skill check bonuses are not that useful, can be useful in the inner tier. They usually get overlooked. Only if you are playing a high asset limit character and get lucky with gaining copious amounts of influence do you buy them.

No one seems to care about preventing life loss. These items are not wanted. They do not help you in getting a trophy.

Maybe custom rule that:
If you lose a battle and you do not lose life then your engagement phase does not end (the enemy is briefly in fear of your apparent immunity). The Emperor is impressed with your ability to withstand a heavy blow and you are rewarded with 1 influence.
 
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Oden Dee
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Two armours that prevent the loss of 1 life after battle, cost 2 influence, with 3 charges (no armour for cunning).

Two corruption cards that prevent the loss of 1 life after battle on a 5 or 6 (no card for cunning).

One relic that prevents the loss of 1 life at any time on a 5 or 6.

Some enemy cards allow you to lose an attribute instead of losing life.

Custom Vindicare Assassin character allows you to prevent the loss of life on a 6.
 
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Oden Dee
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For skill test wargear items you could easily custom rule them as slightly cheaper. Would be interesting to see how much difference that makes to the game.

The skill test wargear items cost 1 influence less.
 
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Rauli Kettunen
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Warlock00 wrote:
Two armours that prevent the loss of 1 life after battle, cost 2 influence, with 3 charges (no armour for cunning).


99% sure there is a Cunning armour, but oddly enough, I believe it's in the Yellow Threat deck, not a purchaseable Wargear card.
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Oden Dee
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Cheers Dam, yes you are right. There is also a 2nd Willpower armour in the blue threat deck.
 
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Oden Dee
Australia
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Hmm skill test wargear items costing 1 influence less doesn't seem to make them any more appealing.
 
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Oden Dee
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Custom rule: Skill Move
Skill test assets have 1 charge. You may use a charge to move to any other space in your area if you pass a skill test 9. If you fail then use that dice role as your movement roll.
 
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Sean Patten
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In our house rules,
http://www.boardgamegeek.com/filepage/105825/pattenhouses-ho...
we let folks discard a skill bonus to use it as a 1 shot Combat bonus. This is particularly amusing with the relics that give both:
a +3 Combat / +4 Skill relic can be discarded for a +7 total! Wow! But you just threw away your relic, you silly person! Makes for fun decision making.

As to armor, yeah, they are the bottom of the barrel. Picking up one cheap comes in handy for "discard an asset to blahbity blah thing you need to do".

I like the idea of spending an armor charge to do a cool thing. Especially like the idea that if you prevent loss of life, you can keep fighting (assuming you actually have multiple threat colors to battle through).

As a contrast, shields are amazing- rerolling an enemy die that exploded can mean the difference between victory and death.
 
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