Saturday 26 November 2016

Missions and an example car

Here are the three main missions I came up with and an example of the way a car would be plaid out.


This is a pretty beefy car as it would use up 17 of the Cult's available 30 AZ, that said drop the mines and Armour and you have a pretty quick and nimble gun truck at only 10 AZ, but it would take damage pretty quickly!


Above is a prototype car. The Engine section is on a Tarot size card and the upgrades are all Mini American size cards. I was toying between making the upgrades double sided to allow you to place them on the left or right or printing different versions of the cards on either side to increase player's options.

The cards would have images of the car/upgrades in the white sections and I am aiming to create some player docks for them once I get back to work. I really liked the idea of using something similar to the CMON heart and corruption plastic counters as upgraded Speed and Damage tokens for the player docks (yes this is me going down the Kickstarter rabbit hole already!) so if anyone sees anything I could use please let me know, though I can already use the hearts as damage tokens in a pinch.

Missions
Each mission will be scored using Victory Points (referred to as VPs from now on). Each mission will also have a Victory Limit (referred to as VL from now on), which is the minimum number of VPs needed by a player at the end of a Game Round to claim victory. Should more than one player equal or exceed the VL in the same round then the player with the highest VPs wins, if there is a tie the tied players share the victory.

There can be only one cult!
VL – 20. Score VPs equal to the DT you cause to enemy Cars.
Deployment – Players roll off, the players will deploy in descending numerical order. Players selects a 12” section on a board edge and deploys their models within 1” of that stretch of the board edge. No models may be deployed within 12” of enemy models.

Cultrace 3000!
VL – 20. Score VPs equal to the value of each Flag Marker when one of your models ends it’s activation within 1” of it. Flag Marker must be scored in ascending numerical order and each player may only score VPs from each Flag Marker once per game. The first player to score each marker scores a bonus VP.
Deployment – Players roll off, winner places a 25mm circular Flag Marker numbered 1, the next player places Flag Marker numbered 2 and so on until 6 Flag Markers are placed numbering 1-6. No marker may be placed within 6” of a board edge nor within 12” of another marker. Players alternate placing their models within 1” of the board edge furthest from Flag Marker 1 in the order used to place the Flag Markers.

Cultball!
VL – 3. Score 1 VP for each goal scored. To score a goal a model needs to push the Cultball within 1” of an opponents goal. To each time a model moves into contact with the CultBall move it directly away from the model in the direction the model was traveling equal to the number of inches the model had travelled. Each time a goal is scored or the Cultball touches the board edge, remove the Cultball and place it back in the centre of the board. The Cultball may be attacked as though it were a enemy model and travels 1” for each DT it would suffer, directly away from the source of the attack.
Deployment - Players roll off, the players will deploy in descending numerical order. Players selects a 12” section on a board edge and deploys their models within 1” of that stretch of the board edge. No models may be deployed within 12” of enemy models. Each player must also deploy a 40mm circular Goal Marker 6-12” from their section of the board edge. Goal Markers are Rough Terrain.

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