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View Full Version : I like Miniatures!



mike_ravenwood
11-24-2004, 12:44 AM
For those of us who like using miniatues, I whipped up two counters to help keep track of movement modifiers. There are two sheets one for Dashing and one for Sprinting. The stats included are Ranged and Melee to hit modifiers for the Attacker and the Ob increases for the Character.


http://www.geocities.com/mike_ravenwood/BW_Sprint_Sheet.JPG
http://www.geocities.com/mike_ravenwood/BW_Dash_Sheet.JPG


Give them a shot and tell me what you think. Hope they help.

Pheel
11-25-2004, 03:09 PM
Will definitely give these a try...

I too dig minis. Have wanted to run a "bug hunt" in my Burning Wheel group (using genestealer minis and Dwarven Forge terrain) but considering the lethality of BW combat, have considered porting the characters to Savage Worlds for the one-shot.

Anyone have rules for "mooks/extras"? Or other mods that let characters heroically wade through the hordes until you reach the BIG set piece?

luke
11-25-2004, 06:50 PM
Anyone have rules for "mooks/extras"? Or other mods that let characters heroically wade through the hordes until you reach the BIG set piece?

from what I remember about 'Nids, Genestealers are supposed to have a very high kill ratio. Those termies get slaughtered by the Rending Claws rules.

Be that as it may, if you want to turn your BW game up to 11, simply shade-shift your heroes. Make the heroes and big bads all gray shade. Make the hordes all black shade.

-L

Pheel
11-25-2004, 09:58 PM
Very true, Wheelburner, the Genestealers went through Term armor like the proverbial hot knife. That said, I'm using the 'stealer minis, not trying to recreate Space Hulk. We also just started the campaign, and I'd like to give the players a chance to use their characters as they've created them, not pumping them to grey or handing out premade grey level troopers (though that might make a VERY cool one-off...)

What I'd like to do is: create a serious monster (let's face it: it's the Alien from eponymous series, regardless of whatever stats I cook up)that can be treated in two ways, depending upon the ambience of a given "scene" -- the full blown Monster Burned ALIEN (as seen in the first film), where one, intelligently run, is enough to strike fear in character and player alike -- and also the mook encountered in ALIENS, where numbers were more of an issue than the lethality of a single individual.

My current thinking is: despite the chitinous appearance, don't give the beast any armor, and make it "vulnerable" to missile fire (less a stat/math/trait thing than a gamemaster fudge thing). The idea being, as long as you can hit one at distance, you're okay, but if one gets close (Ref B6: Get Inside, Lock/Lock, Strike-Claws/Strike-Claws, Strike-Claws) your character is in a bad way. Plus, the Steel of a critter inspired by the Alien... YOWCH.

I'll quityammering and burn one up...

Viper
11-25-2004, 10:08 PM
Don't forget the acidic blood! Just think of the smile that will come to your face when one of the characters shoots one at close range, and you roll for splashback damage!

luke
11-25-2004, 11:33 PM
ah! sounds like you just need two grades of ALIEN.

The big momma needs 5s and 6s, at least... in everything. Maybe a G8 Speed. And possibly even the Heartless trait.

The babies, they need a Power and Forte of 2 or Small Stature and Pow/For of 3 with some traits like Rending and Slashing Claws, Vise-like Grip, Numb, etc. And throw in a nice high Ref.

Those ARs the marines are using are very deadly. Prolly a B4/B8/B12 type weapon. Maybe worse. They'll tear up anything with a B9 or B10 MW. So it just becomes a matter of Acquire/Fire, kill. Can they reload fast enough before the 'stealers get on top of them?

Maybe a Gray Speed for the little ones, too? Or just nice and tight confines?

heh.
-L

Pheel
11-26-2004, 12:07 AM
The big momma needs 5s and 6s, at least... in everything. Maybe a G8 Speed. And possibly even the Heartless trait.
Definitely. Mini-wise, I'll be using the 54mm Genestealer GW did for Inquisitor. Regarding Steel, how do create a Trait that effectively elimates Steel checks except in specific circumstances (in ALIENS, it was when the eggs were threatened; in the other sequels, it involved threats to the queen, and in the original ALIEN... well, it just didn't happen. I don't think pausing out of malicious curiousity -- "Hey, a cat," -- counts as failing a steel check).


Those ARs the marines are using are very deadly. Prolly a B4/B8/B12 type weapon. Maybe worse. They'll tear up anything with a B9 or B10 MW. So it just becomes a matter of Acquire/Fire, kill. Can they reload fast enough before the 'stealers get on top of them?

True -- except these characters are in a "haunted forest" style setting, ca. 1600s, with blackpowder firearms.':twisted:' Needless to say, they won't be reloading in combat -- unless they're pretty crafty -- say designating one character in the back ranks to reload pistols. Nor do they currently have a sorcerer.


Maybe a Gray Speed for the little ones, too? Or just nice and tight confines?

Tight confines all the way! I'd rather give them a high B speed -- B8 -- and a solid B speed -- B6 -- and wicked Stealth G6, plus calls-ons.

The setup will be: escorting an engineer (a new PC) into a tin mine that has flooded. Said engineer has pump equipment to restore the mine, and hopefully save a dozen trapped miners. The whole time, play up the legend of the Koblynau (or Nockers) -- mine goblins. Of course, what they encounter has nothing whatsoever to do with gobs, orcs, ghosts, etc...

Might need to give the Engineer a nifty one-off weapon (think Reason in SNOWCRASH) -- a black powder Gatling-style weapon -- so that they have some expectation of survival.

BTW, group ran through their first real scripted combat last game. Worked well -- I was the slow one, scripting multiple enemies. Used Van Goten, except had two of the PCs on the roof instead (great kicker!).

Pure chaos. The PCs on the roof set it on fire; one made it to (and spent the entire melee hiding in) the compost heap. The other took up a holding position at the hole in the wall to keep the goblins in. Meanwhile, the wolf went out the front door, looped around, took out the Heroic (the story sense, not the grey sense) Coachman in a really brutal fight. The last character to act was the owner of the coach -- a troubled merchant without combat ability, but with Aura of Fear (and a great reason for it -- I should get him to post it). He came up behind the Badass holding the hole and flared his aura, keeping the goblins inside long enough for the roof to come down.

A good time was had by all, except for the poor lass hiding in the compost.

luke
11-26-2004, 12:21 AM
hrm.

i'm having a bit of a disconnect. the reason those scenes worked in Aliens was because of the technology vs instinct scenario. if you throw out the technology which can hold the unstoppable instinct at bay, you've got to give the players some other plausible means to hold their ground.

or you've got to modify your expectations of the scene. If you hurl Alien-style critters at black-powder armed players, it's going to be over very quickly!

Perhaps they only come in pairs?

maybe we should start a new thread to come up with the stats and raison d'etre for these things? Maybe over in Monster Burner?

-L