The Birth of Genesys Kickstarter Update #17
PRIMER: LET’S CREATE A FACTION
It is now time for us to create a faction, to get the feel
for just how this works! Let’s dive in and create a Humanoid Faction and we
begin with the Starting Characteristics.
Humanoid Starting Characteristics
Strength: 2 Toughness: 2 Movement 3
Martial: 3 Ranged: 2 Defense: 3
Discipline: 3 Willpower: 2 Command:
3
CREATING THE FACTION
What we’ll do here is recreate a faction we have used for
in-house play testing, although this one has not been used since the Open Beta.
Essentially, we will be creating them from scratch.
NORKRAAG DWARVES
These Dwarves protect their realm from an ancient foe,
descendants of the Great Leviathan. They are vigilant. Their watch is eternal.
They guard the most northern of the mountain peaks.
We start off with our first traits from the Genetic
Mutation Category. 0-2 traits
Dwarfism Primary Traits
Dwarf 4pts: Species Variant (grants an additional Dwarfism
Trait), Increase Defense 1, Decrease Command 1
Dwarfism Secondary Traits
Dwarven Constitution 6pts: Increase Toughness 1
Dwarven Heavy Plate Armor -/12 (Armory Trait): Heavy Plate
Armor
Note: I used a couple of characteristic traits here to
give the mountain dwarves a sturdier frame and then gave them some really heavy
armor (which is cheaper to acquire as a dwarf than elsewhere). Armory Traits do not count towards our model point cost, as it is equipment, but only the squads we
equip with the Heavy Plate Armor will pay the point cost for it when we prepare
for a battle. This just grants the entire faction the opportunity to equip it
if we want.
Note: That heavy armor will slow down movement and might
just be for elite and/or cavalry units.
We then move on to
traits from the Environmental Adaptation Category. 3-4 traits
Cultural and Social Adaptation Primary Traits
Councils 2pts: Increase Squad Sizes (Class Levels 1 and 2)
Mercantile Society 0pts: Abundant Resources 1 (makes our
common equipment a lower point cost.)
Cultural and Social Adaptation Primary Traits
Legendary Heroes 3pts: Bonus Class Traits 2 (level 3
Classes)
Animal Domestication Primary Trait
Cavalry 2pts:
War Mounts (these will be my Mountain Goat riders)
Note: This was a tough one deciding whether or not to add
cavalry options here or save it for my classes to expand into. In the end, I
decided to just add them here, giving the entire faction access to them and
making it easier for me to expand upon them later and possibly give the mounts addditional
traits. Being Large creatures they will be able trample Medium models and
smaller during charges!
Then we move on to
traits from the Knowledge and Science Category. 1-2 traits
Armor (Personal) Primary Traits
Advanced Armor -/10 (Armory): Advanced Armor 1 (to select
“Lightweight” to customize my armor)
Advanced Melee Combat Weaponry Primary Traits
Martial Axes (Armory): Martial Axes -/4pts, Battle Axes
-/6pts
Note: The idea here is to have the to give my infantry
squads more lightweight. The improved axes do extra damage, making the axe
wielders deadly as they cleave through the enemy. The main issue I see here so
far is that while extremely tough, that armor is expensive! We will keep it on
the more elite guys and perhaps some common armor elsewhere. Later we can take
a trait to reduce the cost of that armor some.
Norkraag Dwarves:
A baseline of 17pts (+ equipment) per model
Strength: 2 Toughness: 3 Movement 3
Martial: 3 Ranged: 2 Defense: 4
Discipline: 3 Willpower: 2 Command:
2
UNIT CLASSES
We have created the faction with their army-wide rules. Now
it’s time to create our Unit Classes. The number of classes at each level are
determined, for the Humanoid Domain
at least, by looking at the Skill Characteristics (Martial, Ranged, and
Defense) for your species. We will be able to create the following number of Unit
Classes based on our characteristics of the Norkraag Dwarves.
• Standard (Level 1) – 4
(our highest characteristic)
• Elite (Level 2) – 3 (our second highest)
• Leader (Level 3) – 2 (our third highest)
• Unique (Level 5) – 1 (you may only create one Unique class)
• Elite (Level 2) – 3 (our second highest)
• Leader (Level 3) – 2 (our third highest)
• Unique (Level 5) – 1 (you may only create one Unique class)
STANDARD UNIT CLASSES - LEVEL 1
Standard units form the backbone of a military force.
Standard Unit Classes are built upon the Base
Species only plus additional traits.
Point Cost: Base Species + Additional Traits
Wounds: 1
Base Attacks: 1
Stats: No increase except through selected traits.
Traits: You may select a single trait for this class, adding the cost of the trait
for each model.
Maximum Class Traits: 3 (as each class develops you may
buy additional traits, up to a maximum of three)
Chain of Command: One model per squad may be upgraded
to a sergeant or squad leader, at the cost of 5pts for +1 Discipline. This
allows the squad size to be larger based upon the upgraded model’s Discipline,
even if killed in battle.
NorKraag Defenders (Level 1 Class): 21 points (+
equipment) per model
·
Class Trait: Adaptive Advantage 4pts: Increased
Ranged 1
Note: Standard Crossbowmen will be used to provide ranged
support. Defenders have a Ranged Characteristic of 3. A good class that has
lots of options to add to if we want from Mission Awards and Progression
Points.
Mountain Scouts (Level 1 Class): 19pts (+ equipment)
per model
·
Class Trait: Recon 2pts: Recon
Note: Recon allows for movement during deployment to spot
enemy positions and gain the Initiative for the first round. We might later add
infiltration to this class.
Norkraag Soldier (Level 1 Class): 21pts (+ equipment)
per model
·
Class Trait: Adaptive Advantage 4pts: Increase
Martial 1
Note: The standard melee soldier for our Dwarves. Soldiers
have a Martial Skill of 4. We have the options here to mount them on our Mounts
(mountain goats) and equip them from their good selection of equipment
available from the Faction Armory.
Kragborn Giant (Level 1 Class): 35pts (+ equipment) per
model
Class Trait:
·
Giant 8pts: Increase Toughness 1 (does not stack with Dwarven Constitution),
Increase Strength 1, Decrease Discipline 1, Decrease Command 1, Increase Model
Size 1.
·
Bonus Trait: Massive Strength 10pts: Increase
Strength 2, Decrease Defense 1
Note: Kragborn Giants are Dwarven offshoots whose growth
hormones are out of control, resulting in massive growth in both size and
muscle. Kragborn Giants have a Strength of 5 and are Large models. Discipline
is 2, resulting in smaller squads and lower morale, with less wits about them
to maintain any sort of Command (which is now 1).
ELITE UNIT CLASSES - LEVEL 2
Elite warriors are something to be feared on the battlefield.
When you start to build
an Elite unit class, you must start with either the Base Species
or one of your Standard Unit Classes from
which to build upon. That point cost is multiplied by two. Any Class Traits or abilities from the Standard
Class are included in the new Class and do not count towards the Maximum
Class Traits. From this you will add new traits, increasing their
abilities.
Point Cost: Base Class/Species (x2) + Additional Traits
Wounds: 1
Base Attacks: +1
Stats: May take a +1 Characteristic of your choice for an additional +10pts. This
stacks with existing increases from other Branches.
Traits: You may select a trait for this Class, adding the cost of the trait to
each model.
Additional Trait: A second trait can be added to this class at the cost of the trait + 3pts
Maximum Class Traits: 4 (as each class develops you may
buy additional traits, up to a maximum of four)
Chain of Command: Individual models may be separated from an Elite or Leader unit to join
a Standard or Elite unit. Up to 1 per unit.
Norkraag Centurion (Level 2 Class): 59pts (+ equipment) per model
We can build these off the faction traits or expand on an
existing class, so I’ve chosen to build them off the NorKraag Soldiers.
New Class Traits:
·
Class Trait: Martial Mastery 8pts: Increase
Martial 1
·
Additional Trait +3pts: Elite Training 6pts: War
Veterans
Notes: Centurions
have a Martial 5 and Defense 4, making them hard to hit and they will be
difficult to kill as well if given Heavy Armor. War Veterans gives them a nice
advantage during the Combat Situation for coordinated attacks.
SkyeMage Acolyte (Level 2 Class): 56pts (+ equipment) per model
Those that spend time alone in the Mountains sometimes
come back with extraordinary wisdom and searching for the powers of the Sky. We
are building these off of the Norkraag Scouts.
New Class Traits:
·
Class Trait: Wizardry 3pts + Arcing Bolt (Power)
8pts
·
Additional Trait +3pts: Gifted Willpower 4pts:
Increase Willpower
Note: These traits give our SkyeMages a Willpower of 3.
When channeling, they will have a good chance to cast a short or medium range
Electric Bolt. Critical hits from this power can arc outwards, hitting multiple
opponents and it can be used in melee or thrown for ranged combat.
Combat Leaders (Level 2 Class): 49pts (+ equipment) per model
These are another
class that we will build off the Norkraag Soldier base to help us command the
field.
New Class Traits:
·
Class Trait: Squad Leader 2pts: Squad Leader 1
·
Additional Trait +3pts: Taking the Initiative
2pts: Taking the Initiative 1 (helps when
challenging Initiative)
Note: Trained in battle tactics, Combat Leaders will most
often be combined into other squads using their Chain of Command to help fight
for the initiative where it is needed.
LEADER UNIT CLASSES - LEVEL 3
Leaders are often well-trained soldiers and tacticians.
When you start to build a Leader
Unit Class, you may start with either the Base Species, a Standard,
or an Elite Unit Class, multiplying their
point cost by two. Any Class Traits or abilities from
the Standard Class are included in the new Class and do not count
towards the Maximum Class Traits. From this you will add new traits,
increasing their abilities.
Point Cost: Base Class/Species (x2) + Additional Traits
Wounds: +2
Base Attacks: +1
Stats: +1 Characteristic Increase of your choice for no additional point cost,
these can stack with existing increases.
Traits: You may select a single trait for this class, adding on the cost of the
trait for each model.
Additional Trait: A second trait can be added to this class at the cost of the trait + 5pts
Maximum Class Traits: 6 (as each class develops you may
buy additional traits, up to a maximum of six)
Chain of Command: Leader Unit Classes may
individually join Elite and/or Standard Unit Classes
Mountain Giant (Level 3 Class): 119pts (+ equipment) per model
We are building this class from the Kragborn Giants
Wounds: 6
Attacks: 2
Model Size: Huge
Attacks: 2
Model Size: Huge
New Class Traits:
·
Class Trait: Massive Size 10pts: Increase Model
Size 1, Increase Wounds 1
·
Legendary Heroes Extra Class Trait: Smash Attack
8pts: Smash Attack
·
Legendary Heroes Extra Class Trait: Titan 24pts:
Increase Toughness 1, Increase Wounds 2, Increase Model Size 1, Giant Weapons
1.
·
Additional Trait +5pts: Physical Power 2pts:
Increase Critical Damage 1
·
Bonus Characteristic: Increase Toughness 1
Notes: A huge Giant with a high strength 5 and great Toughness
5 plus all of those
wounds to keep him in the fight.
Dwarven Commander (Level 3 Class): 138pts (+ equipment) per model
Built from Centurions,
giving Dwarven Commanders good skill levels
Wounds: 3
Attacks: 3
Attacks: 3
New Class Traits:
·
Class Trait: Skilled Combatant 10pts: Increase
Attacks 1
·
Legendary Heroes Extra Class Trait: Skilled
Commander 4pts: Increase Command 1
·
Legendary Heroes Extra Class Trait: Strategic
Mind 6pts: Strategic Mind 3 (great at controlling reserves)
·
Bonus Characteristic: Increase Martial 1
Note: Great Command to
keep the battle going, plus good skills to join the battle at the front. Having
Martial 6 should provide a commander who gets stuck in.
SkyLords (Level 3 Class) future class to
build from SkyMage Acolytes.
Notes: A more powerful Wizard with longer range Lightning
and Air Shield Powers will be built later on through Mission Awards. Possibly
even riding a Giant Eagle (Monster class) to be built.
UNIQUE UNIT CLASSES - LEVEL 5
Inspiring leaders or legendary
warriors, these are the focal point of your faction.
When you create your Unique Classes, you may start with a Standard, Elite, or Leader Unit Class, multiplying their point cost by two. Any Class Traits or abilities from
the Standard Class are included in the new Class and do not count
towards the Maximum Class Traits. From this you will add new traits,
increasing their abilities.
Point Cost: Base Class (x2) + Additional Traits
Wounds: +1
Base Attacks: +1
Stats: +2 characteristic Increase of your choice, these can stack with existing
increases.
Traits: You may select a single trait for this class, adding on the cost of the
trait for each model.
Additional Trait: A second trait can be added to this class at the
cost of the trait + 10pts
Maximum Class Traits: 7 (as the class
develops you may buy additional traits, up to a maximum of seven)
Chain of Command: A Unique Unit Class may take a
+1 Command at the cost of +15pts
Heroic Inspiration: Inspirational bonuses grant other models within the unique model’s command
radius (command characteristic in inches) a +1 bonus to Discipline, Willpower,
and Command.
Unique
models may join other squads.
The Watcher (Level 5 Class): 262pts (+ equipment)
The ultimate watcher of the mountains – a massive
cyclops.
Wounds: 7
Attacks: 3
Model Size: Huge
Attacks: 3
Model Size: Huge
New Class Traits:
·
Class Trait: Cyclops: 8pts: Ethereal Sight,
Night Sight, Enhancement Combat Situation 1, Decrease Ranged 1
·
Additional Trait +10pts: Sweep Attack 6pts: Arc Attack
·
Bonus Characteristic: Increase Toughness 2
Note: The Watcher will have a base Toughness of 6 and a strength of 6, lots of
wounds, and an arc attack to sweep away lesser foes. Able to see into the
Ethereal and darkest night, this cyclops will be terrifying to recon with for
large games.
In conclusion, the
NorKraag Dwarves have lots of growth potential as they progress through the 1st
Age. With the strength of the Giants and fortitude of the Dwarven forces the NorKraag
should be able to handle quite a few of the challenges ahead.
Next Up: A Look into the Future at Vehicle
Creation for the 2nd Age!
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