Need Help for Stealth Rules

Rules questions, suggestions, and discussion

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Smifery
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Post by Smifery » Mon May 04, 2009 9:31 am

Arkbrik wrote:Simple, you make a secret note about which enemy trooper is really your guy. Then you can reveal it at any time by replacing it with your assassin.
Great idea! One more thing though, is it possible for an enemy unit to find a spy/assassin? Here's an example:

Suppose you have an assassin on the enemy team. If he is within range of his target (eg enemy commander) and he kills him, does he get caught? An enemy unit wouldn't expect someone on their own team to kill their commander, so there's no guarantee that he would be caught.

My own thoughts on this matter are that you'd roll a dice to decide if he gets caught, depending on the manner he killed him in. If he knifed him, it's pretty likely that he'll be caught, whereas if he fragged him, it's much harder to see who threw the grenade. Suggestions, anyone?

Also, if the spy isn't caught instantly, what would the enemy response be? I was thinking maybe the enemy could lock down the area, and the spy has three turns to try and leave the complex before he's automatically caught. What are your thoughts on this matter?

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IVhorseman
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Post by IVhorseman » Mon May 04, 2009 9:42 am

I would say that the spy is revealed the second he attempts to attack, period, regardless of how he attacks.

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Post by tahthing » Mon May 04, 2009 11:07 am

a hidden sniper is much more usefull for assasinations than spys since you can set the unit up pre-game so your opponent has no clue where he is and just fire at things in side his line of sight and range (which you measure pre-game).
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Post by Smifery » Mon May 04, 2009 11:32 am

tahthing wrote:a hidden sniper is much more usefull for assasinations than spys since you can set the unit up pre-game so your opponent has no clue where he is and just fire at things in side his line of sight and range (which you measure pre-game).
Yeah, but it's kinda cheap if he never gets caught. Maybe you should make a rule like he isn't caught unless there's a scout within X" of the target. (eg if he snipes a dude near a scout, the scout finds him and alerts other troops in response)

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tahthing
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Post by tahthing » Mon May 04, 2009 12:05 pm

the sniper would take a whole turn to aim, if the target moves more than 4inchs then the aim doesn't count, this will really increase the paranoid levels!
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Post by IVhorseman » Mon May 04, 2009 1:44 pm

I know we made a sniper stat-card on these forums.

Heyo! Found it!

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Post by Smifery » Wed May 06, 2009 12:54 am

Great card! Who made it?

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IVhorseman
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Post by IVhorseman » Wed May 06, 2009 1:28 am

Blitzen did all the artwork, but the non-dimmies did all the stat 'spergin.

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Post by randomno12 » Wed May 06, 2009 12:00 pm

didn't J+B originally make it, along with his spongebob, jawjaw and some other terrible one? i thought the non-dimmies refined it
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Post by IVhorseman » Wed May 06, 2009 1:34 pm

This specific card is the one we made. I know J+B had one of the prototype ones we worked with.

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Post by Blitzen » Wed May 06, 2009 8:27 pm

IVhorseman wrote:Blitzen did all the artwork, but the non-dimmies did all the stat 'spergin.
It's more like I opened the template and copied stuff in. It was outrageously easy, but requires Photoshop.
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