Duerer's Faction-based Abilities and Traits

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Duerer's Faction-based Abilities and Traits

Postby Duerer » Thu Nov 26, 2015 5:02 pm

Inspired by Zahru's and Sigfig's ideas, I also made some faction based abilities, which are mostly limited to skill modifiers. I'm also open to any suggestions for these.

Poles
Hussar Wings
The Poles always take pride in having the most pompous wargear on the battlefield. The Hussar Wings are just a prime example for that, being awarded to the best warriors of the Polish Military.
A minifig, that is wearing Hussar Wings or piloting a vehicle with Hussar Wings is granted +1 Skill for each inch of wings. This bonus does not stack up with multiple wings. A unit may not wear Hussar Wings bigger, than the unit itself.

Soviets
Five Year Plan
After five whole years, the Soviet programmers finally managed to release the brand new update to the dated navigation chip, implanted into most cyborg's brains.
At Turn 5, each Soviet Cyborg units receives +1 Skill for the rest of the game.

Srbs
Giant
The most recognizable trait of the Srbs is their unusual height and strength, compared to ordinary minifigs.
Srb Giants have 2 HP and 3 Power Usage by default.

Generic
Born on the Settle
(preferably for Poles and Magyars)
While riding a horse, this unit is granted +1 Skill for any combat related action.
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Re: Duerer's Faction-based Abilities and Traits

Postby RedRover » Thu Nov 26, 2015 6:09 pm

The hussar wings are over powered in my opinion, especially for larger creations
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Re: Duerer's Faction-based Abilities and Traits

Postby Duerer » Fri Nov 27, 2015 12:59 am

RedRover wrote:The hussar wings are over powered in my opinion, especially for larger creations

Good point. Might nerf it for vehicles (+1 Skill for each 2"), since the pilot does not actually wear them.
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Re: Duerer's Faction-based Abilities and Traits

Postby RedRover » Fri Nov 27, 2015 1:16 am

Also diversifying them. Three of them seem to just add skill, maybe they could augment different stats or give them an awesome 1 time use ability.
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Re: Duerer's Faction-based Abilities and Traits

Postby Duerer » Sat Mar 26, 2016 6:55 am

Decided to dwell more into possible special abilities for church personnel, which will be more streamlined, than pure magik, that relies on SN Dice. I also helps to draw the difference between chaotic magik and divine blessings.

Sacred Wargear
Chalice of Life (Servant/Priest)
Use: 4
Range: CC
Damage: none (heals 1 HP)

Staff of Light (Priest/Warden/Grand Warden)
Use: 4
Range: 10”
Damage: none (-2 Skill)

Staff of Illumination (High Priest of the Exalted Council)
Use: 4
Range: 8” (Radius: 2”)
Damage: 2d4

Blessings of Klerikal Personnel
Convert (Priest)
Use: Skill check against targets Skill Roll
Range: 8”
Effect: If Priest rolls higher, than the target figure, the latter is converted to the player's side.
Note: Figures with 1d10 skill or higher are immune to conversions.

Aura of Purity (Warden)
-1 to SN Dice rolls against all minifigs within 6”

Aura of Warding (Grand Warden)
+1 armor to friendly minifigs within 4”

Light Path (High Priest of the Exalted Council)
+2” movement to friendly minifigs within 4”

Righteous Fervor (Order Chaplain)
+1 Damage in CC for friendly minifigs within 4”
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