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Subject: Humanity Undivided (aka a giant robot faction) rss

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Peter LeDeoux
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With the Onslaught Two Kickstarter and the Homebrew faction stretch goal I'm inspired to make a playable faction. Props to
Bruno Freitas
Brazil
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for his Pacific Rim Variant, for without that I probably wouldn't have typed this up.

The idea behind Humanity Undivided is to make a playable generic Giant Robot Human faction, with a Giant Robot as your Great Old One. There's some Pacific Rim, the early Evangelion episodes, and XCOM thrown in but it was important to me to make it independent of all that (besides, of course, the idea of giant robots). The Last Free City is your Shatterdome, your Tokyo-3, the home base where you'll make your last stand. The "Magnum Opus", the single greatest engineering achievement of mankind, is what will enable you to go toe-to-toe with horrors from other worlds. (none of this is intended to fit in within the Mythos)

Humanity Undivided (should) play like a strong combat faction that is usually land based. It is very good at ignoring pain results. Its unique feature is the ability to place a token that acts like a controlled gate. Some other abilities play off that token.

I've played CW before but don't have a copy to playtest atm. Some abilities/actions/requirements are in the game in one form or another so I'm pretty sure the factions not horribly unbalanced unless I made a typo. If anything they could be underpowered? Currently I think some spellbooks could be more interesting.

Anyway, let me know what you think!


Humanity Undivided

Starting Location: Earth: Player choice, any Unoccupied Land Territory

Rebuild: Action (4 Power) Once-per-round
In any territory containing a friendly unit, place the Last Free City token.
The Last Free City token operates as if it was gate that is controlled by you, it may co-exist with another gate. If you preform this action subsequent times, move the token to that territory. You may ignore pain results in the territory containing the Last Free City token.


Units:

6 Specialists - Cultist - Cost 1 Combat 0
- See Hardened Veteran

1 High Priest - Cultist - Cost 3 Combat 0
-Remove a high priest to gain 2 power

6 Ground Teams - Monster - Cost 2 Combat 1
-Combat is 2 with R&D

3 Interceptors - Monster - Cost 3 Combat 2
-Flight: May move two spaces per move, and over areas containing enemy units
-Combat is 3 with R&D
-Can accept 2 combat results with Advanced Armor Plating

1 Magnum Opus - Great Old One - Cost 7 (or 4) - Combat 6
-Can accept 2 combat results with Advanced Armor Plating
-Legacy (Postbattle) : Leaves a wreckage token when it is destroyed, the token is removed when Magnum Opus is awakened.
-Awaken (Cost: 7) Can only be awakened at a controlled gate (including the Last Free City) or (Cost: 4) at an occupied territory with the wreckage token
-Action (Cost: 0 1) once-per-round action, destroy a gate in the same territory as Magnum Opus (you may not destroy the last free city token or Yog-Sothoth in this way) Gain 2 Power
-Can accept 2 combat results with Advanced Armor Plating
-Units can choose to ignore pain when in the same territory as the "Magnum Opus," including itself with Inspired


Spell books:

Advanced Armor Plating (Battle)
-Magnum Opus and Interceptors accept 2 combat results.

Send Them Packing (Ongoing)
- Gain one elder sign when you defeat a Great Old One in combat

Hardened Veterans (Prebattle)
- Turn any number of Specialists (Cultists) into Ground Teams

Inspired (Ongoing)
- Units can choose to ignore pain when in the same territory as the "Magnum Opus," including itself

Tactical Redeployment (3 cost), Once-per-round action
-Any number of your units may move to any one Land Territory or the Last Free City token, regardless of origin

R&D (Ongoing)
-Interceptors and Ground Teams gain +1 combat


Requirements:

Awaken Magnum Opus

Defeat a Great Old One in combat

Control 4 Gates on land - can include the Last Free City

Build The Last Free City

Destroy A Gate - Receive one Elder Sign

Humanity Undivided - Automatically receive a spell-book when you have 5 spell-books in a doom phase


Scraped Ideas:
Nuclear Launch Codes (Cost: 4) once-per-round action
-deal x dice worth to all factions in one territory, including yourself

R&D
-The Magnum Opus receives combat = to your spell-books + 2

And again, comments, questions, concerns (please!)
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Philip Kitching
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I don't see why "destroy a gate" is not action cost 1.

Also, making "hardened veterans" pre battle instead of action cost 1 seems to have a timing issue that you can't initiate combat with a specialist (no dice, so not allowed) in the anticipation of converting them to hardened veterans.
 
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Matt Steski
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Postmark wrote:
I don't see why "destroy a gate" is not action cost 1.

Also, making "hardened veterans" pre battle instead of action cost 1 seems to have a timing issue that you can't initiate combat with a specialist (no dice, so not allowed) in the anticipation of converting them to hardened veterans.


You could still convert Specialists defensively though, right? IE, when someone declares battle on your Specialists. I don't think it's necessarily a bad thing - it'd be more restrictive in timing/use than Devolve, but potentially you could convert more units at once.

I agree that "Destroy a gate" should probably be an action.


I'm not really the best to comment on balance though, I only have a couple of games under my belt and none with the expansion factions... yet

 
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Peter LeDeoux
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Oh hey Matt
I agree the destroy a gate action should be 1 power.
The intention of the "Hardened Veteran" spellbook was a defensive ability. Perhaps replacing it (or another spellbook) with an ability that works more like Dreams? Thematically, converting enemy cultists would a bit fitting for a human faction.
 
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