PRIMER: CREATING YOUR FACTION
The signature aspect of The Genesys Project is
customization and nothing shows it more than when you are creating your
faction. Many playtesters spend a lot time creating different factions, just
for the fun of doing it! Of course, then getting them to choose one to play can
be quite the challenge on the evenings we have been playtesting for years.
You can reach the Current Kickstarter (now funded!) at this link
https://www.kickstarter.com/projects/thegenesysproject/the-genesys-project-the-birth-of-genesys
You can reach the Current Kickstarter (now funded!) at this link
https://www.kickstarter.com/projects/thegenesysproject/the-genesys-project-the-birth-of-genesys
SELECTING YOUR DOMAIN
Select Your Domain- Humanoids, Fey, Reptilia, Biests, or
Insekts. The Domain you choose will have different methods of creating your
faction. For example, the Biests have Biestial Kingdoms to select from
in addition to Regional Traits. Insekt are split into
Classifications and Orders, and Reptilia have Lineages and Bloodlines
that follow their ancestry back to the beginning of the Genesys Worlds.
THE NARRATIVE BEGINS NOW
When deciding which direction to go when creating your faction
players can approach from different angles. You may already have miniatures you
want to use, may know of a miniature line you want to use, go off a theme or
narrative that you have read about, or even creating your faction from the
rules you want to play with.
Your narrative starts now as you create your faction and start
thinking of how you want your faction to be.
CREATING THE FACTION
With a starting set of Characteristics (dependent
upon the chosen Domain) its time to start selecting Traits. You will
most often be selecting 3-8 traits for your faction. These grant your army
wide abilities that every model in your armies will have.
Things to consider when making your faction: Some
traits will better as Class Traits when you are creating your classes.
For example, traits with expensive point costs will likely be best as specific
class traits. Think of traits that you want everyone to have and leave specific
tasks to your classes.
Armory Traits are often nice here as they grant
access to special equipment but only cost points when equipped, granting
flexibility when making your army lists for the game.
CREATING YOUR UNIT CLASSES
Once you create your faction, its time to create your Unit
Classes. Unit Classes are granted additional traits and abilities
above and beyond those for your entire army. This can be access to different
equipment or to fulfill a specific role on the table. You might make a standard
frontline soldier, infiltrators, some hard-hitting shock troops, or even
spellcasters.
Unit Classes all have levels ranging from 1 to 5 with
level 1 being your standard troops all the way through level 5 which are unique
or legendary type models. The higher the point level of the game, the higher
the class levels you can use in the game, so that smaller games are focused on
more of your base troops and possibly with an elite squad running the
operation.
Higher Level Classes get more attacks, often get bonus
characteristics, and are allowed to take additional traits. This
is what will separate them from the rest. You can even create these classes
from other already existing classes specializing them further above and
beyond the rest of your army.
When creating your Unit Classes, it is important to
vary your forces up, to give you the flexibility that you will want in your
over-all army. You wouldn’t want to for instance create all your unit classes
to be nearly identical. Different weapon options, new skills, mounts, and even
magic can be essential to give your faction the tools needed to take on your
opponent.
- Mounted forces are excellent for moving quickly to objectives, trampling through enemy units, and flanking already engaged soldiers
- Ranged Units really good at taking out exposed enemy units and forcing the opponent to think about how he will achieve his or her objectives
- Melee forces are there to get into the thick of it. Whether they are used for fodder or hard-hitting shock troops, your melee forces are there to make a dent in the enemy lines.
While your forces do not need to have all these elements, being
able to deal with these threats in some manner is important. Do you create a giant
able to wade into the battle able to shrug off most attacks, or scouts able to
spot deploying troops so that you can get the jump on them as the battle
starts. These are the questions that will make your faction unique and fun to
play.
Things to Consider when making your Classes: This is
where your factions will vary the most from other players. Some Traits require prerequisites
to reach or require taking primary traits to get to the secondary ones. Use can
use your faction to cover these prerequisites to get to these traits much
easier. Think of your Faction/Species Traits as a base from which to build your
unit classes upon.
Next Up: We take a closer look at the Domains- Creating Your Humanoid Faction.
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