On the semi-alien race thing, I'm trying to model the combat
droids in SW. Here's what I was thinking:
Droids come in two types, leaders and soldiers. Leaders are all average,
soldiers are all average. Due to the limited capabilities of Droids leaders do
not carry weapons.
Droids do not need to make morale rolls, however, all other rolls (such as
going IP) are still made.
Due to the limited inititative of soldier droids if there are no leader droids
with the unit the droids will continue to follow whatever their last set of
orders were. That is why a (SW) squad of Droids consists of 6 combat droids
and 2 leader droids. Due to some severe problems (annoyed troops disconnecting
voice boxes) humans and droids are never mixed within a squad.
Combat Droid:
Armor: d8 Mobility: 6" (No extra combat move) Small Arms Type: Snub Blaster
(not sure what to call it) FP: 2 Impact: d10
Look OK or is it going to blow things out of the water?
I have been playing my Machine force (Legions of Steel, Ral Partha Necrovores,
and GW Nekrons) and have "CPU" units that act as special leaders. Without a
CPU bot, the endoskeletons act as Green units (without the liability of
Breaking due to Morale failure) but if a CPU unit is within 8" they get two
Die Shifts up across the board. Every "Under Fire" Counter they get (up to 2)
shifts the Die types they get back down by 1 per counter
> -----Original Message-----
That makes sense. I think the proportions of 25mm figs (Stargrunt) are
slightly better than the 28mm I've seen. But that's almost
certainly because I've really only seen GW and GW-like figs, which
are all fairly bulky and squat.
Uh. Don't even bother asking what the hell this is about. Sorry.
-Neal
> -----Original Message-----
In a message dated 12/3/99 1:47:32 PM Eastern Standard Time,
> books@mail.state.fl.us writes:
> Droids do not need to make morale rolls, however, all other
Actually, in my first SG2 game, this is roughly what I did. Except that I had
the squad leaders unable to show much initiative, and therefore needed to
be command from a command vehicle (within x"--I used 12", but the number
could vary depending upon weather conditions and EW environment). And I did
arm the squad leaders.
I kept the robot numbers low per squad (only 5) but did also give them the
ability to cause fear in human opponents (like PA) when entering close combat.
The robot squads were generally ineffective in the game due to very nice (and
concentrated and LUCKY) shooting by the humans, but the robots should have
been very tough opposition. Your sound like they'd be even tougher, since they
wouldn't be held back by the need to stay in command radius of the controller
vehicle (and this would hold everything back as long as the robot player
didn't want to risk losing the vehicle).
Rob