Welcome to all the new people who have signed up to beta. There are a couple things I have noticed with entries to Build a Faction Contest overall that I wanted to get into.


1. First up is that Characteristic Increase traits do not stack with traits from multiple branches. This means that you cannot gain strength from two separate branches with an increase.

2. Increases are inherent characteristic bonuses. Enhancements are in-game bonuses. Enhancement bonuses include such things as equipping weapons, powers, in game abilities, etc, and are limited to maximum age bonus. The Maximum Age Bonus for the first age is +3. It's +4 for the second age, and +5 for the final Third Age.

3. Creating a Faction/Species is the equivalent in most games as your army wide special rules, while class creation is similar to your units special rules. You do not equip your models at this stage, although abilities may allow for specialized or advanced weapons and equipment.

4. Armory Traits do not cost points until the equipment is actually taken. This is done just before your game. Armory traits look like this -/5pts.

5. Creating your Faction is as simple as selecting traits you want for your army. Each of these comes with a point cost that is a per model point cost. There are three areas to select your traits from, these are Genetic Mutations 0-2, Environmental Adaptations 3-4, and finally Knowledge and Science 1-2. As you can see, the minimum number of traits you can take is 4, and the maximum number is 8.

6. Species Variants. There are variants to the Humanoid Genome, these include such variants as Giants, the Fey'rie, Goblyn, Aberration, etc. Selecting a variant gives you the option of taking an additional variant (within the same branch) trait. This does not take up a mandatory slot. This gives more variety between the variants.

Any additional questions, please ask. There are a lot of new people making races, and I wanted to chime in. We will be sharing some of the races over the next couple days, as there is quite a bit of variety coming in.


31 comments :

  1. When reading through the armory, the explanation for how to use the bow is a bit too complex and some of the words don't seem to fit the context. Also I feel like you should put the how to make a unit class with the Unit Class Section just to eliminate confusion between how to make your species and how to make a unit. I also wish that you could explain the guidelines to making the units and species a little more specific or more in-depth to what they actually do and are for. The abilities I feel like could be separated by how unique they are, i.e. the more generic and common abilities that aren't tied to the armory, unit making, powers, and etc. just so that people don't have to do a lot of flipping or page scrolling going between the abilities and how they work in relation to that part of a species or items chosen.

    But these are just my opinions and suggetions

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    1. Oh and a more expanded Armory as well, like how you differentiated spears and pole-arms, but with other melee weapons and how they can be upgraded into the two-handed weapons. Also when or if you do decide to differentiate melee weapons, you could include little bonuses, like swords enhance pierce +1, axes have a chance to break a shield or cleave into another model.

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    2. Definitely some great comments, thanks Epic X. Moving that section on unit classes would most definitely help. There is also a lot of editing going on right now, so this is all good timing.

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    3. As to weapons etc, there are additional weapon attributes etc coming. Some are being reserved for the second age.

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  2. I noticed, that i had some errors in a factiin I submitted. Can i Just Send an Updates Version? I also älteres some Parts so that some units are better represent fluff wise.

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    1. yes, please just send in an updated version. This would help a lot, especially since we are getting ready to share some of them online.

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  3. So, when I was making a race I got the Adaptive Species trait which gives the adaptive mutation 4 ability. I was wondering when applying the adaptive mutation 4 ability, if you could do it in the class creation or you have to do it in the race creation?

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    1. I assume you do it in the species creation, because it allows to surpass the regular restriction of 3-4 environment or 1-2 knowledge traits.

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  4. How does the Adaptive science trait (and knowledgable speices) Trait work? I don't really understand how to add the points. FOr example. Greater Knowledge trait is 4 points. THis gains me access to the Knowledgable species trait 4. I want to gain gunpower weapons as a trait because of this ability. Does the end amount equal to 18 points to be added to my species ( 4 for the trait greater uderstanding, 4 for Knowledgable speciese, and 10 for gunpowder.)

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    1. Gunpowder is a -/10pt trait. The 10 points is for the actual weapon itself, which is not applied until you equip it before a game. This is how all armory traits are handled.

      Now if you are taking the trait with Adaptive sciences, it adds 4pts to the cost of the trait. For armory traits there is not cost, so you are simply adding 4pts for the cost of the trait. So it would techinically look like this
      4/10pts. An expensive way to gain an armory trait but for a species going "high tech" its not a bad thing.

      So taking it.... 4pts would be the cost per model with the trait. When you start equipping the items, the cost of the firearm would remain the same as normal.

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    2. Ok, this explains a lot. Thankyou. I will now try to make a army based on the Polish Lithuanian Common wealth. Winged Hussars, Here I go.

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    3. Ok....came across another block. Again, it has to do with Adaptive sciences. so its 4 points for the adaptive sciences trait, + 4 for the gunpowder weapons for a total of 8. COrrect?

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    4. no, Adapative sciences just adds +4pts to whichever trait you are taking. Gunpowder weapons has no point cost for the trait.

      So if you were taking the trait as a knowledge and science trait choice, you would pay no point cost for it until you equip the weapon... which costs 10pts for the gun.

      Since you are taking the trait with adapative sciences it adds 4pts to the cost of the trait. So 4pts only for the total cost of the trait.

      Gunpowder -/10
      Adaptive Science 4pts

      So 4pts for the trait. The trait grants access to the weapon only. Meaning they know how to use them.

      You do not equip models in Genesys until its time to make your army list for the game. At that point a gunpowder weapon will cost 10pts, but its not necessary for each model in your squad to field a gun.

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    5. let me know if that answers the question.

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    6. ALright. The problem comes with the next trait Scientific Adaptability. The paper says its 2 pts for this trait. However, the adaptive sciences with it has a 4. According to the rules of Adaptive sciences X, you add X to the cost of the science trait. Now I Understand how it works for Kowledgable species, since the trait and ability have the same number. Scientific adaptability, however, has a 2 and a 4. I don't know which number to use. Is it the two as stated in the trait, or the 4 as stated in the ability.

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    7. UH....sir. Did I do something wrong?

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    8. 15 minutes or so. I will be right back.

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    9. ha, sorry for the delay. I had to take a call about printing and the core rules.

      Scientific Adaptability is a good catch. It should read 2pts.

      I am editing it now for the next update. It should look like this for the now,

      Scientific Adaptability 2pts: Adaptive Science 2

      I am going to clear up the cross traits, as I can see where the confusion comes in, as it makes it look like you are paying the point cost of the trait twice.

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    10. THank you, I think that is all the problems I was having. Thank you. I also want to apologize if I seemed like I have a thick skull. I have that problem at times

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    11. I think it was more a matter of it not being clear. It's nice important to narrow these down at this point. Thank you

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  5. Sorry, its me again. I sent in my faction. However, afterwards, I noticed that I had made some mistakes in the unit creation. I have sent the unit revision of these three units. Kapitano, Winged hussar King, and Steppe Elves

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    1. that is correct. It takes a bit for me to get them, so I have not seen them yet, but I will make certain that they get updated.

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  6. Can the age bonus be clarified? Does the +3 age maximum come into effect on the unit due to unit lineages? Like say a unique unit is created that gains a bonus to command due to a species trait, and then gets a +3 to command due to being allowed to gain +3 points in a stat due to being a unique unit.

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    1. No it does not. Uniques can get quite high up on stats, but then again their point cost doing so can be very high.

      So the maximum age bonus applies to all enhancements, which includes any in game bonuses to characteristics. I will double check the unit class section and make certain that is clearer.

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    2. I think I understand.....I think. Still kind of confusing, but I think I understand. Just making sure, as I thought I messed up with one of the units. But it looks like all is good

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  7. I have been trying to figure out if there is any point in having a squad with arcane powers. As far as I can see, only one model may use their power each turn and there is no bonus to mitigate the points you are paying to give the whole squad access.

    The idea was to create a faction where everyone used some kind of arcane magic but had a distain for technology. Basic spears and Bows only but using Etherial Blade or the like to enhance their potency or have for example an elite unit of ranged spellcasters.

    As far as I can see though the only way to enhance a whole squad would be using the Transform the Many enhancement which is both a lot of points for every model in your army to take and probably makes the spell much too difficult for basic infantry to use and a Unit of ranged spellcasters will only be able to throw one spell regardless of the size of the unit?

    I understand if this is intentional, to keep spells primarily in the hands of solo models (leaders, loners etc) but it does make a magic focused race somewhat hard to design.

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    1. Part of this was intentional. There is some testing going on in house with Circles of Power (group arcane casting), as well as expanding some powers to allow for multiple castings within a squad. Multiple powers in a squad would limited to "self" only targeted powers.

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    2. That sounds awesome. Circle Magic has always been a favorite of mine though I know from experience that it is incredibly hard to balance. It is nearly always either wildly OP or completely useless.

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    3. and that would be why it's not in at this point of the beta.

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