Posted by
messyart on
URL: http://the-lost-and-the-damned.71.s1.nabble.com/Night-of-the-slightly-unpleasant-and-smelly-dead-people-tp6279851p6298226.html
"Brains"
Basic gun [Lasgun/ shotgun or Autogun and any ammo types]
Knife
Grenades
General rules in mind;
No lad, plasters won't stick yer' ead back on;
His broad medical knowledge is a vague advantage mid-combat, as his pre-excursion ramblings sometimes stick in the minds of his compatriots.
If a model suffers a flesh wound, they can roll an extra dice [even if "Brains" has died mid-game] that can negate the negative affects of the Flesh wound roll.
A D6 roll of 5+ allow them to get back to their feet without the -1 to Ws & Bs
"Sure Brains, you can build 'em, but you can't shoot 'em";
Aside from his poor combat skills WITH the weapons he maintains, he does ensure the gangs guns remain in tip-top condition.
If Brains is used in a game, every other ganger gains a further +1 modifier to their ammo roll. Please note, an ammo roll can never be better than 2+
Guys... Guys...?;
Brains is not a brave individual.
In fact, if left alone, Brains is pretty bloody likely to take to safety rather than fight through immeasurable odds.
If Brains is ever further than 24" from another team mate, he/she must roll a leadership test or run 8" back to the starting board edge/ towards the nearest ganger [whichever is closest/ available]
"Doc"
Basic weapon [lasgun or shotgun]
Pistol [laspistol, autopistol or stubgun]
2 Knives
Frag grenades
General rules in mind;
The surgeon's in;
Doc is incredibly skilled with his blades.. In surgery.
A skill that would otherwise be useful against the living. Not so much against the undead.
His skill still comes in handy for its' intended use though!
If within 6" of a model that goes down in combat, he may forgo any form of attack in order to help his allies get back up. Their following recovery roll is taken on the following chart;
1-4 = Minor Flesh wound; Gets back up, no pentalty.
5 = Flesh wound; Gets back up with -1 Ws & Bs
6 = Down
Optimised Medi-kits;
With the Doc present, the gangs find their own medical gear is far more kitted out than per-usual.
They also now feature instructions [No more trying to push a plaster into open wounds!]
This allows each pack not only to be used TWICE per game, but gives a -1 modifier to the roll. [no more going down with this guy around!]
"Da Boss"
Basic Weapon [Any available, & all ammo types]
Pistol [Any available & all ammo types]
Special [Any available]
Knife
Close combat weapon [any available]
Frag grenades
General rules in mind;
None. None at all.
"The kidd"
Pistol [Any - All ammo types]
2 knives
Frag grenades
General rules in mind;
GUYS, HEY GUYS? WATCH THIS!;
The Kidd has a simply awesome throwing arm.
when using grenades, they will never scatter.
If it goes "BOOM" I'm on it;
The Kidd is.. Something of a pack-rat.
He finds grenades/ bombs/ mines etc. And if he can't, he steals them.
He never rolls ammo rolls for his grenades [Because he's unlikely to run out!]
[Overpowered? Hardly. Once he gets closed in, he
will die]
To just clarify, each player is allowed one character. So unless you have 8 people gathered around the table, the affects of all those abilities really won't be overwhelming powerful.
In fact, the players may have to pick very carefully, who to take to ensure they will perform the best for the chosen mission. [Runners sure are great for getting across the board fast, but they'll soon start getting surrounded and then easily chewed up.]
Next up; Statlines!
Mankinds first mistake; Questioning why those around him, are dying.