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Specter Ops» Forums » Variants

Subject: BUFFS and NERFS for Characters rss

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Mark Ian
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What are some ways you would tweak the various characters?

I tried coming up with some buffs (strengthening) and nerfs (weakening) for each of the agents and hunters. Most of them are simple; and hopefully all of them feel thematic.

So if you're looking for a way to SPICE UP your game, or better balance it based on player experience levels, I hope this post helps. Feel free to add your own ideas!

For this post, I've focused solely on the original characters. I haven't played Broken Covenant yet, so I hesitate to come up with character adjustments for them. But if anyone else is interested, I'd be curious to see what people come up with.


AGENTS:

Blue Jay:

BUFF: Holo Decoy now has TWO charges. However, when using Holo Decoy, if Blue Jay would otherwise have to leave a last seen token due to her movement, then she must leave TWO last seen tokens (one for the decoy and one for her). *Note: If The Gun is able to see both of the last seen tokens, she must choose which one to apply her ability to.

NERF (1): When using Holo Decoy, if Blue Jay would otherwise have to leave a last seen token due to her movement, then she must leave TWO last seen tokens (one for the decoy and one for her). *Note: If The Gun is able to see both of the last seen tokens, she must choose which one to apply her ability to.

NERF (2): If Blue Jay uses her Frequency Hack ability, she becomes "fatigued".


Cobra:

BUFF: After using Cobra's Ambush ability, he can immediately move to valid adjacent space. If this movement breaks Line-On-Sight with all Hunters, then Cobra may use his Ambush ability again before his next turn.

NERF: If Cobra avoids taking damage due to his Ambush ability, he becomes "fatigued".


Orangutan:

BUFF (1): Toughness also applies -1 on attack rolls against Orangutan.

BUFF (2): If a Hunter shares a space with Orangutan, the Hunter must still roll an attack to damage Orangutan -- if the die result is 1, no damage is taken.

NERF: Orangutan only gets 1 extra HP for Toughness.


Spider:

BUFF (1): With Spider's Evasion ability, Hunters get -2 to their attack rolls regardless of distance.

BUFF (2): If a Hunter enters the same, or an adjacent space, of the last seen token, that Hunter's turn ends immediately and he or she becomes stunned (entangled).

NERF: If Spider avoids taking damage due to her Evasion ability, she becomes "fatigued".


HUNTER:

The Beast:

BUFF: The Beast's Quadripedal Movement is increased to 6 spaces.

NERF: If The Beast uses Quadripedal Movement, he becomes stunned at the end of his turn.


The Gun:

BUFF: At the end of The Gun's turn, she secretly chooses to use her Sniper Shot or Quick Draw ability. The choice is not revealed until AFTER the agent's next turn.

*This one is a bit more complicated, but one way it could work is for the player to position The Gun in one direction at the end of her turn (as if using Sniper Shot), then the player secretly chooses either a red or blue traitor card (Red for Sniper Shot & Blue for Quick Draw, for example). Finally, when the agent has finish his or her turn (BEFORE announcing anything), The Gun reveals which card/action they chose. The agent then announces or places tokens down accordingly.

NERF: If The Gun successfully hits the agent using Sniper Shot, she becomes stunned.


The Prophet:

BUFF: When The Prophet uses Post-Cognition, the agent must also declare what equipment cards he or she used on that turn (the turn being announced).

NERF (1): The Prophet's Post-Cognition reveals the agent's location from 3 turns earlier (instead of 2).

NERF (2): When The Prophet's Pre-Cognition ability is triggered (by the agent), he becomes stunned.


The Puppet:

BUFF (1): At any point that The Puppet is moving the vehicle, he can pick up and/or drop off any hunter (with their consent) adjacent to the vehicle -- including The Puppet. This could be done before or after another hunter's turn and does not affect that hunter's turn. The vehicle can still only move a maximum of 10 spaces between the agent's turns.

BUFF (2): The Puppet can enter or exit the vehicle at any point during his turn without having to end his turn. For example, if The Puppet starts his turn adjacent to the vehicle, he can enter it and still use the motion sensor (or choose to move the vehicle up to 10 spaces).

NERF: The Puppet must be within 10 spaces of the vehicle to control it remotely. *Feel free to adjust this distance depending on how much you wish to nerf The Puppet.

-------------------------

[SIDE NOTE] If you're not familiar with an agent "becoming fatigued", it's found in the Version 2.0 Rulebook for Broken Covenant:

"Some abilities will cause a character to become fatigued. When a character becomes fatigued, put a fatigue token on that character’s card. As long as a character has a fatigue token on it, its abilities are disabled. (A disabled ability is treated as if it is no longer on the card.) When a fatigued character moves 2 or fewer spaces on a turn, remove the fatigue token from it ."
 
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