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 Post subject: Battlefront II: SWM Style
PostPosted: Tue May 06, 2008 6:12 pm 
Unnamed Stormtrooper
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Joined: Mon May 05, 2008 1:33 pm
Posts: 14
Recently I brought my Battlefront II game from beyond the grave, and I noticed how many SWM figures are almost directly taken from it. So I decided to make my own Battlefront II SWM Game sceanario. It is complicated (but fun) and ignores many of the basic principles of SWM (Like cost and unique squads and gambit points), but is based off of the system (so unless you see otherwise, use the normal rules).

Goal: To eliminate your opponents forces or to command all command posts.

The first thing to do with your opponent is to decide on how many reinforcemnts will be played. Not sure as I haven't play tested this scenario much, but I think it would work best with 75-100 reinforcements for an hour game or so. I play tested it as 180 points and it lasted about an hour and 40 minutes, but we were playing fairly quickly.

The next thing to do is to set a certain amount of units on the field at a time. I played with 20, and it worked well, but I imagine it could be anywhere from 15-30 or even more depending on the time availible.

Each warband must contain at least 50% (rounding up) normal troopers from your faction. You can have up to 20% (rounding down) the total of the units on the field at a time of each snipers, engineers, and heavy troopers (meaning 20% heavy, 20% sniper, 10% engineer, etc: this won't add up to the total amount played if you try and play the max. This is designed specifically so you can field armies to your own style). You can have up to 10% of your army in the commander unit and up to 10% of the special unit.

Units are described below.

The goal of the game is to eliminate the entire unit's forces (including reinforcements) or control all of the command posts for at least 1 round. You do this by either killing enemy players (each kill counts as 1 reinforcement) or by having more command posts than the enemy at the end of a round.

You need to specify a certain amount of command posts at the start of the game, and the amount you get starting off. The default is 4, with each player starting out with 1.

For every command post more than your opponent you control at the end of the round, the enemy loses 5% of the starting reinforcements (meaning if you control 3 and he controls one at the end of the turn, he loses 10% of the total).

Capturing and controlling command posts will also be described below.

After a certain amount of points (30%-40% worked the best for me), a hero becomes unlocked. At the start of any one round in the battle, you may spawn the hero at any command post. Heroes lose 10 hitponts every time they activate and they gain 10 more for each person they kill (up to the max).

Factions:
The game is fought either by the Empire and Rebels or the Clones and CIS.

Characters and Death:
When a unit dies, subtract one from the total of reinforcements that the player has. At the start of the next round ff a player has any reinforcement points left after this, you may put the (formerly) dead character at any command post you control. This character can act in the normal fashion.

The Force:
Force users are any characters with force points on their cards.

Force users have different powers than described in normal SWM.
All force users have force renewal one and all have the following powers:
Force Sprint: Force 1, the character may move an extra 6 squares as part their movement.
Force Jump: This character gains Flight until the start of his next turn.
Force Block: This character gains Evade until the start of his next turn.

Force users may reroll saves and attacks by spending a force point. Unless specified otherwise, force users may only spend one force point in each turn.

Command Posts:
It takes two full turns to capture a command post and it has two distinct parts: taking the post away from the enemy and claiming it. To take a post away from the enemy (to turn it white), you have to have a character within 4 squares of it at the start and end of the turn. To signify a white comamnd post, flip the marker or show that it is whitr. To capture a white command post, you must have at least one figure within 3 squares of the white command post at the end of the turn, and the enemy cannot have any enemies within 3 squares at that point in time.

Units:

Empire:
Stormtrooper (normal trooper)
HP: 20
Def: 16
Atk: +5
Dmg: 10

SA
Twin Attack
Grenades 20

Heavy Trooper
HP: 20
Def: 14
Atk: +5
Dmg: 10

SA
Missles 20
Blast Shields 1: (When this unit is damaged, reduce damage by 10 with a save of 11. Grenades, Lightsabers, Missles, and Time Bombs ignore this ability)
Speed 5

Imperial Engineer
HP: 20
Def: 16
Atk: +5
Dmg: 10

SA
Heal 10
Range 12 Attack (This character may only shoot 12 squares)
Shotgun (If this character attacks a character within 6 squares, he gains +10 damage and +2 attack. Otherwise, he gains Splash 10)

Scout Trooper (Sniper)
HP: 10
Def: 15
Attack: +6
Dmg: 20

SA
Speed 7
Careful Shot
Dead-Eye
Accurate Shot

Imperial Officer (Commander Unit)
HP: 20
Def: 15
Attack: +6
Dmg: 10

SA
Buff: Rage (Replaces attacks: allied units within 6 squares get +10 damage until the start of this character next turn)
Grenade Launcher (This character doubles the range of grenade attacks)
Grenades 20
Sonic Gun (Enemies hit with this units attack are considered activated, save 11)

Dark Trooper (Special unit)
HP: 20
Def: 13
Attack: +7
Dmg: 20

SA
Jump Pack (Replaces turn: May move up to 18 squares with flight)
Arc-Caster (Replaces Move: This character gains splash 20)

Rebels:
Rebel trooper (normal trooper)
HP: 20
Def: 15
Atk: +6
Dmg: 10

SA
Twin Attack
Grenades 20

Heavy Trooper
HP: 20
Def: 14
Atk: +5
Dmg: 10

SA
Missles 20
Blast Shields 1: (When this unit is damaged, reduce damage by 10 with a save of 11. Grenades, Lightsabers, Missles, and Time Bombs ignore this ability)
Speed 5

Rebel Smuggler (Engineer)
HP: 20
Def: 15
Atk: +6
Dmg: 10

SA
Heal 10
Range 12 Attack (This character may only shoot 12 squares)
Shotgun (If this character attacks a character within 6 squares, he gains +10 damage and +2 attack. Otherwise, he gains Splash 10)

Rebel Marksman (Sniper)
HP: 10
Def: 15
Attack: +6
Dmg: 20

SA
Speed 7
Careful Shot
Dead-Eye
Accurate Shot

Bothan Spy (Commander Unit)
HP: 10
Def: 14
Attack: 0
Dmg: 0

SA
Buff: Regeneration (Replaces attacks: allied units within 6 squares gain Regeneration 10 until the start of this character next turn)
Stealth Field (Enemies farther than 6 squares away may not target this unit)
Incinerator: (Replaces Attacks: 20 Damage to 1 character within 2 squares of this character, and up to two additional targets adjacent to the target)

Wookie Warrior (Special unit)
HP: 40
Def: 13
Attack: +7
Dmg: 20

SA
Speed 5
Grenades 20
Dead Eye
Grenade Launcher (This character doubles the range of grenade attacks)

NOTE: Will post Clone and CIS as well as heros soon


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 Post subject: Re: Battlefront II: SWM Style
PostPosted: Wed May 07, 2008 9:11 am 
Customizer Extrodinaire
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Posts: 596
wow, those stats are awesome. I like how you incorporated many aspects of the game into it. For the Wookiee, i would remove Deadeye and add Splash 10 since their bowcaster shot multiple shots if uncharged (but i see where you're going with deadeye since it had zoom functions, so if you wanted it could stay) keep it up

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 Post subject: Re: Battlefront II: SWM Style
PostPosted: Wed May 07, 2008 12:21 pm 
Unnamed Stormtrooper
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Joined: Mon May 05, 2008 1:33 pm
Posts: 14
Republic:
Clone trooper (normal trooper)
HP: 20
Def: 14
Atk: +7
Dmg: 10

SA
Twin Attack
Grenades 20

Heavy Trooper
HP: 20
Def: 14
Atk: +5
Dmg: 10

SA
Missles 20
Blast Shields 1: (When this unit is damaged, reduce damage by 10 with a save of 11. Grenades, Lightsabers, Missles, and Time Bombs ignore this ability)
Speed 5

Clone Engineer
HP: 20
Def: 15
Atk: +6
Dmg: 10

SA
Heal 10
Range 12 Attack (This character may only shoot 12 squares)
Shotgun (If this character attacks a character within 6 squares, he gains +10 damage and +2 attack. Otherwise, he gains Splash 10)

Clone Scout (Sniper)
HP: 10
Def: 14
Attack: +7
Dmg: 20

SA
Speed 7
Careful Shot
Dead-Eye
Accurate Shot

Clone Commander (Commander Unit)
HP: 20
Def: 14
Attack: +8
Dmg: 10

SA
Buff: Rally (Replaces attacks: allied units within 6 squares get +5 Def until the start of this character next turn)
Chaingun (Replaces Turn: Fire up to 6 shots this turn)
Speed 5

Jet Trooper (Special unit)
HP: 20
Def: 12
Attack: +8
Dmg: 10

SA
Twin Attack
Flight
Missiles 20
Mobile Attack

CIS:
Super Battle Droid (normal trooper)
HP: 20
Def: 15
Atk: +8
Dmg: 10

SA
Double Attack
Mini Rockets (Replaces Attacks: Target takes 20 damage save 11. Characters adjacent to the target take 10 damage, save 11. Range 12)

Assault Droid (Heavy Trooper)
HP: 20
Def: 14
Atk: +5
Dmg: 10

SA
Missles 20
Blast Shields 1: (When this unit is damaged, reduce damage by 10 with a save of 11. Grenades, Lightsabers, Missles, and Time Bombs ignore this ability)
Speed 5

Droid Engineer (Engineer)
HP: 20
Def: 15
Atk: +6
Dmg: 10

SA
Heal 10
Range 12 Attack (This character may only shoot 12 squares)
Shotgun (If this character attacks a character within 6 squares, he gains +10 damage and +2 attack. Otherwise, he gains Splash 10)

Assassin Droid (Sniper)
HP: 10
Def: 15
Attack: +6
Dmg: 20

SA
Speed 7
Careful Shot
Dead-Eye
Accurate Shot

Magna Guard (Commander Unit)
HP: 20
Def: 16
Attack: +10
Dmg: 20

SA
Neurotoxin (Replaces attacks: Enemy units within 4 squares take 10 damage, Save 11, and if they fail this save, they are poisoned. Poisoned units take 10 damage every time they activate, save 11. A successful save ends the poison effect as well.)
Grenade Launcher (This character doubles the range of grenade attacks)
Grenades 20
Homing Missiles (This character scores a critical on a 16+)

Destroyer Droid (Special unit)
HP: 20
Def: 13
Attack: +9
Dmg: 10

SA
Walker Droid (This character has Speed 3, and all Grenade and Missile Attacks deal damage except on a save of 16)
Quadruple Attack
Greater Mobile Attack
Jedi Hunter
Superior Programming (This character cannot be affected by Buffs)
Wheel Form
Destroyer Droid Shields 40: (This character ignores the first 40 points of damage in the round)

Heros

Darth Vader :vader: (Empire Hero)
HP: 140
Def: 18
Attack: +15
Dmg: 30

SA
Double Attack
Melee Attack
Force Charger (When this character uses Sprint, he gets +4 attack and +10 damage until the start of his next turn)
Speed 4

Force User
Force 2; Force Renewal 1
Force Grip (Force 1: target takes 10 damage and is considered activated this turn. Save 11)
Saber Throw (Force 2: Replaces attacks: Draw a straight line from this character to any spot within Line of Sight within 8 squares. This character attacks each character in that line once.)

Emperor Palpaltine :palps: (Empire Hero)
HP: 120
Def: 16
Attack: +11
Dmg: 20

SA
Double Attack
Melee Attack
Lightning Jump (Replaces Attacks: If this character uses Force Jump in this turn, when he finishes moving, all adjacent enemies take 20 damage save 11)
Force Flight (This character may move an extra two squares when using Force Jump)
Speed 4

Force User
Force 4; Force Renewal 1
Force Grip (Force 1: target takes 10 damage and is considered activated this turn. Save 11)
Force Lightning (Force 2: Choose up to 3 targets within 6 squares. They take 20 damage. Make two saves at save 16. Each successful save reduces damage by 10.)

Boba Fett :boba: (Empire Hero)
HP: 120
Def: 18
Attack: +14
Dmg: 20

SA
Twin Attack
Accurate Shot
Missiles 20
Flamethrower 20
Speed 8
Mobile Attack
Flight

Luke Skywalker :pilot: (Rebel Hero)
HP: 120
Def: 18
Attack: +13
Dmg: 20

SA
Double Attack
Melee Attack
Force Strafe (When this character uses Sprint, he may make up to one attack against each enemy he moves past)

Force User
Force 2; Force Renewal 1
Force push (Force 1: target takes 10 damage, and is moved back two squares. Target is considered activated this turn. Save 11 negates this power)
Saber Throw (Force 2: Replaces attacks: Draw a straight line from this character to any spot within Line of Sight within 8 squares. This character attacks each character in that line once.)

Obi Wan (Rebel and Republic Hero)
HP: 120
Def: 18
Attack: +13
Dmg: 20

SA
Double Attack
Melee Attack
Force Charger (When this character uses Sprint, he gets +4 attack and +10 damage until the start of his next turn)

Force User
Force 2; Force Renewal 1
Force push (Force 1: target takes 10 damage, and is moved back two squares. Target is considered activated this turn. Save 11 negates this power)
Saber Throw (Force 2: Replaces attacks: Draw a straight line from this character to any spot within Line of Sight within 8 squares. This character attacks each character in that line once.)

Han Solo (Rebel Hero)
HP: 120
Def: 18
Attack: +11
Dmg: 20

SA
Twin Attack
Accurate Shot
Buff: Rally (Replaces attacks: allied units within 6 squares get +5 Def until the start of this character next turn)
Double Attack
Mobile Attack

NOTE:Will post CIS and Republic Heroes later, as well as more Rebel/Empire. Hope you like it! Comments anyone?


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 Post subject: Re: Battlefront II: SWM Style
PostPosted: Wed May 07, 2008 1:14 pm 
Unnamed Stormtrooper
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Joined: Mon May 05, 2008 1:33 pm
Posts: 14
@RoqueSaber: I thought about doing something like that for the wookie, but I think it would greatly undermine the grenade launcher ability, and also put the wookie a little over the top....


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 Post subject: Re: Battlefront II: SWM Style
PostPosted: Wed May 07, 2008 6:27 pm 
Black Sun Thug
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Joined: Thu Jan 24, 2008 3:50 pm
Posts: 90
Location: Toms River, NJ
Bro these stats, and the scenario are all coming out amazingly. Keep up the good work man :)

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 Post subject: Re: Battlefront II: SWM Style
PostPosted: Thu May 08, 2008 4:54 pm 
Unnamed Stormtrooper
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Joined: Mon May 05, 2008 1:33 pm
Posts: 14
Thanks man..... hero stats are kind of on hold until Friday Afternoon (Darn AP exams).

Off Topic:
You like A7Xobviously, SynGates, how do you like their new (ish) CD?


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