William Curtis
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Shadows of Brimstone: Soldier out of time V2

Class WWII American Soldier
Agility 2
Cunning 3
Spirit 3
Strength 3
Lore 1
Luck 3
Range 3+
Melee 4+
Initiative 5
Max Grit 2
Health 12
Defense 4+
Sanity 10
Willpower 5+
Combat 2

Military Life: Starts Each Mission with 1 Hand Grenade (Dynamite)
Starts with the Combat Knife and 1911 Pistol

GEAR

Combat Knife
+1 Combat
1 Hand, 0 Weight, 0 Upgrade, 0 DS

1911 Pistol
Range 4
Shots 3
If 2+ 1's are rolled for To Hit this is unusable until an Intelligence Check 4+ is made (Outside of combat only)
1 Hand, 1 Weight, 1 Upgrade, 0 DS

M1903 Springfield
Range 12
Shots 2
Use D8 for To Hit and Damage (Crit on 6,7,8)
If 2+ 1's are rolled for To Hit this is unusable until an Intelligence Check 4+ is made (Outside of combat only)
2 Hand, 2 Weight, 1 Upgrade, 0 DS

M1A1 Thompson
Range 4
Shots 4
If 2+ 1's are rolled for To Hit this is unusable until an Intelligence Check 4+ is made (Outside of combat only)
2 Hand, 2 Weight, 1 Upgrade, 0 DS

Starting Upgrades:

Sniper:
Explosive Rounds - Each Critical Rolled with the M1903 Springfield counts as a Critical and a Standard Hit to the same target
Gain the M1903 Springfield

Classified Intelligence:
At the start of each combat make a Lore test 6+, if you succeed the party gains +1 Initiative and +1 shot or +1 Combat in the first round of combat
At the end of each Combat Gain an Additional $5 per enemy type encountered in that Combat

Infantry:
Gain +3 Health
Replace the 1911 Pistol with the M1A1 Thompson

Upgrade Paths:
1. Ground Pounder
a. Prepared - At the start of Each Mission gain 1 Additional Hand Grenade (Dynamite) - +1 Side Bag Space
b. I've Seen Things - At the end of each Combat Gain an Additional $5 per enemy type encountered in that Combat - +3 Sanity
c. I've Got More - When you use a Grenade (Dynamite) roll a D6, retain it on a 4+ - +1 Max Grit
d. Searched the Bodies - At the End of Combat you may Discard 2 Grit to draw a Gear Card

2. Intelligence Agent
a. Information Folder: Void - Gain +1 to Hit and Damage against Void Enemies - +3 Sanity
b. Information Folder: Undead - Gain +1 to Hit and Damage against Undead Enemies - +1 Max Grit
c. Not What it Looks Like - When you Draw a Gear or Artifact Card you may Discard 1 Grit to redraw once - +1 Lore
d. One for the Team: Once per Adventure - Spend 1 Grit and Take d3 Unblockable Health and d3 Unblockable Sanity Damage to Discard and Redraw one Threat Card, Growing Dread Card or Darkness Card

3. Assault Trooper
a. Muscled - +1 Strength - +3 Health
b. Mental Fortress – Willpower becomes 4+ - +3 Health
c. Armored Vest – Gain Armor 6+
d. Dodge: Discard 3 Grit to cancel all damage from 1 Source this turn - +1 Max Grit

4. Stealth Specialist
a. Sprint: Roll 2 Dice for Movement and select one, May Move Through Allies, Gain a Grit when you roll a Pair for Movement
b. Roll: Auto-Succeed all Escape tests - +1 Movement
c. Sneak Attack: On first turn of combat gain +2 Shots/Combat and +2 Damage with all attacks - +1 Max Grit
d. Whirlwind: Spend 3 Grit to do d3 damage to all enemies on the tile, ignores armor

Random Chart for Leveling:

2. Vendetta – Choose an Enemy type (Tentacles, Stranglers, Trederran Raiders), when you kill an Enemy of that type gain +10 XP
3. +1 Initiative
4. +1 Lore or +1 Spirit: Gain d6 Sanity
5. +1 Agility or +1 Strength: Gain d6 Health
6. +1 Move: Gain 3 Health and 3 Sanity
7. +1 Side Bag Token Capacity: Gain d6 Health/Sanity (any Mix)
8. +1 Lore or +1 Luck: Gain d6 Health
9. +1 Cunning: Gain 5 Sanity
10. +1 Max Grit
11. Dark Stone Resistance – Gain +2 Corruption before you Mutate
12. +1 Combat

Version 1 wrote:
Shadows of Brimstone: Soldier out of time

Class WWII American Soldier
Agility 2
Cunning 3
Spirit 2
Strength 4
Lore 1
Luck 3
Range 5+
Melee 4+
Initiative 4
Max Grit 2
Health 12
Defense 4+
Sanity 10
Willpower 5+
Combat 2

Military Life: Starts Each Mission with 1 Bandage and 1 Whiskey
Starts with the Combat Knife and 1911 Pistol

GEAR

Combat Knife
+1 Combat
1 Hand, 0 Weight, 0 Upgrade, 0 DS

1911 Pistol
Range 4
Shots 3
On a Roll that includes 2 1's this weapon cannot be used for the remainder of that combat
1 Hand, 1 Weight, 1 Upgrade, 0 DS

M1903 Springfield
Range 12
Shots 2
Use D8 for To Hit and Damage (Crit on 6,7,8)
If a 1 is rolled for either die on a to hit this Gun cannot be used for 2 rounds
2 Hand, 2 Weight, 3 Upgrade, 0 DS

Starting Upgrades:

Sniper: Swap melee and Ranged To Hit Numbers
Ranged To Hit 4+
Melee To Hit 5+
Replace the 1911 with the M1903 Springfield

Classified Intelligence: At the start of each combat make a Lore test 6+, if you succeed the party gains +1 Initiative and +1 shot or +1 Combat in the first round of combat
1 Free Bounty at the Start of Each Mission (this is in addition to any bounties gained in town)

Knife Master: +1 Damage Combat
Replace the 1911 with another Combat Knife

Upgrade Paths:
1. Quartermaster
a. Prepared: At the start of Each Mission gain 1 Additional Whiskey or Bandages - +1 Side Bag Space
b. Deep pockets: Discard 2 Grit to gain 1 Whiskey or Bandages - +1 Spirit
c. Frugal: When you use a Side Bag Item roll a D6, retain the Item on a 5+ - +1 Max Grit
d. Found a Hidden Stash: Once per Adventure - Discard 3 Grit to draw a Loot Card

2. Intelligence Agent
a. Information Folder: Void - Gain +1 to Hit and Damage against Void Enemies - +3 Sanity
b. Information Folder: Undead - Gain +1 to Hit and Damage against Undead Enemies - +1 Max Grit
c. I know how to use this - When you Draw a Gear or Artifact Card you may Discard 1 Grit to redraw once - +1 Lore
d. One for the Team: Once per Adventure - Spend 1 Grit and Take d6 Health and d6 Sanity Damage to Discard and Redraw one Threat Card, Growing Dread Card or Darkness Card

3. Assault Trooper
a. Muscled - +1 Strength - +3 Health
b. Mental Fortress – Willpower becomes 4+ - +3 Sanity
c. Armored – Gain Armor 5+
d. Discard 3 Grit to cancel all damage from 1 Source this turn - +1 Max Grit

4. Stealth Specialist
a. Roll 2 Dice for Movement and select one, May Move Through Allies, Gain a Grit when you roll a Pair for Movement
b. Auto-Succeed all Escape tests - +1 Movement
c. On first turn of combat gain +2 Damage with all attacks - +1 Max Grit
d. Spend 3 Grit to do d3 damage to all enemies on the tile, ignores armor

Random Chart for Leveling:

2. Vendetta – Choose an Enemy type (Tentacles, Stranglers, Trederran Raiders), when you kill an Enemy of that type gain +10 XP
3. +1 Initiative
4. +1 Lore or +1 Spirit: Gain d6 Sanity
5. +1 Agility or +1 Strength: Gain d6 Health
6. +1 Move: Gain 3 Health and 3 Sanity
7. +1 Side Bag Token Capacity: Gain d6 Health/Sanity (any Mix)
8. +1 Lore or +1 Luck: Gain d6 Health
9. +1 Cunning: Gain 5 Sanity
10. +1 Max Grit
11. Dark Stone Resistance – Gain +2 Corruption before you Mutate
12. +1 Combat
 
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David Griffin
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Re: [WIP] - Class WWII American Soldier
This looks interesting, but wouldn't it be more appropriate to use a WWI American soldier? I mean if you're going this far forward, just take them from Mercs Recon. At least we have all the figures for those! CCC Heavy in Shadows of Brimstone ... Yeah!
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William Curtis
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Re: [WIP] - Class WWII American Soldier
This was created for Fireteam Zero Miniatures, and is based around the fact that Shadows of Brimstone: Forbidden Fortress is placed many years before the other 2 base games... So a Soldier Out of Time...

As to MERCS, creating limits on their Weapons would be a nightmare, they would need to use 2x EXP as well as the fact that most items/weapons found would be less powerful than their starting gear...
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MT Dav

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Re: [WIP] - Class WWII American Soldier
Nice start.I was chewing over something similar but going for an Ancient/modern/future divide. Ancient would have been Roman Legionnaire; English archer, nautical/pirate officer. Modern: WW2 grunt; Cthulhu scholar; Dilettante. Future: Lawman (judge); data collector; time lord.

I think you could distinguish the modern weapons with only slight improvements, a +1 or +2 to damage or peril die. Perhaps move a rifle to D8 damage plus a bit more range. I don't think you need to radically reinvent the weapons to create some type of real world scaling. Dialing back just a bit from trederra weapons maybe.

Rather then an intelligence officer, a mechanic. The Iowa farmboy isn't going to be so far removed from a western trope character.
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ScottL
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Re: [WIP] - Class WWII American Soldier
Maybe they have to cross time naked (Terminator style) but... maybe also know what modifications/improvements that can be applied to upgrade current weapons. (or draw up plans for the local blacksmith)

Spock wrote:
Captain, you're asking me to work with equipment which is hardly very far ahead of stone knives and bearskins.

 
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Ondrej Kocnar
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Re: [WIP] - Class WWII American Soldier
The M1903 Springfield seems crazy good to me.
Basically the already very good shotgun that no hero would have in his starting gear with tripled range.

Rancher will kill him for it.
 
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Eric Harman
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Re: [WIP] - Class WWII American Soldier
Class looks really strong overall.

Probably too strong
 
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William Curtis
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Re: [WIP] - Class WWII American Soldier
okocnar wrote:
The M1903 Springfield seems crazy good to me.
Basically the already very good shotgun that no hero would have in his starting gear with tripled range.

Rancher will kill him for it.


True to a point... Added "If a 1 is rolled for either die on a to hit this Gun cannot be used for 2 rounds"
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William Curtis
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Re: [WIP] - Class WWII American Soldier
Cooperton wrote:
Class looks really strong overall.

Probably too strong


Looking for suggestions for changes...
 
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Ondrej Kocnar
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Re: [WIP] - Class WWII American Soldier
I do not have a time now to go through everything,
but "Deep pockets" are too strong. Compare with Bandido, it will be clear.
Also the "Quatermaster" theme may be bit strange.
It is hard to get that soldier lost in time would be exceptionally well supplied.
 
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William Curtis
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Re: [WIP] - Class WWII American Soldier
okocnar wrote:
I do not have a time now to go through everything,
but "Deep pockets" are too strong. Compare with Bandido, it will be clear.
Also the "Quatermaster" theme may be bit strange.
It is hard to get that soldier lost in time would be exceptionally well supplied.


I can see that... Removed Dynamite and made some of the costs more expensive... Most of it is 'I was in town, I have some extra supplies'.

1. Quartermaster
a. Prepared: At the start of Each Mission gain 1 Additional Whiskey or Bandages - +1 Side Bag Space
b. Deep pockets: Discard 2 Grit to gain 1 Whiskey or Bandages - +1 Spirit
c. Frugal: When you use a Side Bag Item roll a D6, retain the Item on a 5+ - +1 Max Grit
d. Found a Hidden Stash: Once per Adventure - Discard 3 Grit to draw a Loot Card
 
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Ondrej Kocnar
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Re: [WIP] - Class WWII American Soldier
wystan wrote:
okocnar wrote:
I do not have a time now to go through everything,
but "Deep pockets" are too strong. Compare with Bandido, it will be clear.
Also the "Quatermaster" theme may be bit strange.
It is hard to get that soldier lost in time would be exceptionally well supplied.


I can see that... Removed Dynamite and made some of the costs more expensive... Most of it is 'I was in town, I have some extra supplies'.

1. Quartermaster
a. Prepared: At the start of Each Mission gain 1 Additional Whiskey or Bandages - +1 Side Bag Space
b. Deep pockets: Discard 2 Grit to gain 1 Whiskey or Bandages - +1 Spirit
c. Frugal: When you use a Side Bag Item roll a D6, retain the Item on a 5+ - +1 Max Grit
d. Found a Hidden Stash: Once per Adventure - Discard 3 Grit to draw a Loot Card


You nerfed it quite a bit now. It might be bit under average now.
 
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William Curtis
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Re: [WIP] - Class WWII American Soldier
Maybe:

b. Deep pockets: Discard 2 Grit to gain 1 Whiskey and 1 Bandages - +1 Spirit

okocnar wrote:
wystan wrote:
okocnar wrote:
I do not have a time now to go through everything,
but "Deep pockets" are too strong. Compare with Bandido, it will be clear.
Also the "Quatermaster" theme may be bit strange.
It is hard to get that soldier lost in time would be exceptionally well supplied.


I can see that... Removed Dynamite and made some of the costs more expensive... Most of it is 'I was in town, I have some extra supplies'.

1. Quartermaster
a. Prepared: At the start of Each Mission gain 1 Additional Whiskey or Bandages - +1 Side Bag Space
b. Deep pockets: Discard 2 Grit to gain 1 Whiskey or Bandages - +1 Spirit
c. Frugal: When you use a Side Bag Item roll a D6, retain the Item on a 5+ - +1 Max Grit
d. Found a Hidden Stash: Once per Adventure - Discard 3 Grit to draw a Loot Card


You nerfed it quite a bit now. It might be bit under average now.
 
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William Curtis
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Re: [WIP] - Class WWII American Soldier
Rules:


Paths:


Starting Upgrades:




Gear:


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