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Post by josedominguez on Apr 25, 2009 0:59:41 GMT -9
I'm working on an expansion to Mutants and DeathRay guns. The idea stemming from the song that was playing in SteveLortz's head two weeks ago! This is totally unnoficial, but that could change if it's good enough. My aim is to use the OneMonk range as an 'official' figure set for these rules, so I'll only be creating rules for figures that are available. This will include horde entries and user mods (zombie messiah and the wasteland mutants are a big part of this already). So far I've got the beastmaster rules finished, these will allow warbands to include a character with affinity for the mutated beasts that wander the wastes, in short, your warband could include a wolfspider, madcow or landshark etc... Working on Technomancer (uses nanoswarms etc...) Zombie messiah (starts with random zombie followers and his skills enhance his control). Cult of the machine: farewell to the flesh warband of robots etc.. Doktor Viktor: Resident evil inspired lunatic, using the mad doc lab set to represent the lab techs and Adam the Rage Golem. Animator: Golem creating loon. Here's the beastmaster rules anyway. All totally based on One Monk figs. I'll add artwork pics of figs etc... if there's enough interest. Otherwise they'll stay as an excuse for my group to use Jim's figures! www.keepandshare.com/doc/view.php?id=1151824&da=y
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Post by onemonkeybeau on Apr 25, 2009 6:33:04 GMT -9
Yeah, I think this is an EXCELLENT idea!
Now to get you and the guys putting the Adventure sets together... I think we could have a hot thing going on here!
Jose, I've said it before and I'll say it again... your rules expansions are sweet! I'm glad there's someone like you and Ben (boromir_and_kermit) that have the skills and imagination to expand and create all-new material for an already AWESOME game system!
Thanks for sharing with us!
onemonkeybeau
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Post by josedominguez on Apr 25, 2009 8:49:06 GMT -9
Cheers, just thought I'd explain why the other project stalled.. bit of a negative reaction from elsewhere. So I let die quietly. This one won't, I've had great support from Jim and the rest of the gang here and Andreas et al over at Ganesh games. So if the stuff is useful I'll keep it coming.
I'm just adding some artwork to the beastmaster stuff and the initial playtest stats for the beasts. I'm aiming to add a playable set of rules each week as I've got the first four in a useable state already (I got ahead during the school holidays), if I work in this cycle then I'll be finishing up what I've got so far when my next break comes around.
All up for playtest, so if anyone has any suggestions or spots any errors, post them up. Also, I'm in the UK, but OneMonk is my inspiration for doing this, so I'm going for standard US spelling in the material. Keep an eye out for what look like typos! Common ones being an S where you'd expect a Z and all of those extra U's we use (colour, flavour etc..) Cheers everyone
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Post by Aestelon on Apr 25, 2009 11:58:40 GMT -9
You dirty traitor...
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Post by abaddonwormwood on Apr 25, 2009 13:59:36 GMT -9
Second that.
Lord Abaddon of Wormwood
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Post by luckyjoe on Apr 25, 2009 15:09:07 GMT -9
Shouldn't that be "traitour"? Luckyjoe
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Post by old squirmydad on Apr 25, 2009 15:32:24 GMT -9
Farewell to the Flesh;Back when I was a bigger Gamma World nut I was usually the GM and had about 12-16 players working in several different campaigns... wild and wooly times. In one of our early sessions the party ran across an Android warrior defending a small base, just one warrior, but he ended up walking all over the party and almost killing them all. Good thing I'd only given him an autopistol, which ran out of ammo so the android warrior started breaking office furniture on party members. Total carnage before they took him down. It made for a very satisfying fight and put the fear of the machine gods into the party. After that I kept the Androids in the background and when one showed up the party would usually panic and nuke it and hi-five whoever took it down. The 'Thinkers' were changed to Strategos as thinker is a non-action title IMO and were the shady manipulators of post-apocalyptic societies and were continually at the root of strife and dissension between groups. Later I defined them better as the fanatic servants of ancient gods (AI's). A Strategos would be the weakest in terms of combat, but the only ones with access to leadership skills.
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Post by josedominguez on Apr 26, 2009 0:26:51 GMT -9
You dirty traitor... He he, if you're not careful I'll go provincial and write it all in a Newcastle/Sunderland style. New Equipment Plain white T-shirt: protects from all environmental factors. Wearer is able to withstand sub-zero temperatures, offers no protection from "broken Newcastle Brown bottle in face" Scenario one. "Haway man, let's gaan get a kebab" Careful what you wish for As for the Android....... Is it OK if I assimilate your back story into the rules SquirmyDad? I'm thinking that an all android/robot party could select a Strategos as it's leader (rather than taking the extra equipment bonus). Robots in the warband would be reprogrammed to be unthinking hunter-killers (as the androids would consider them as sub-android beasts). The strategos would have access to the 'command line' ability which would enable the downloading of new skill sets to the other warband members. (Also having the potential to over ride enemy robots) Another nice idea would be a special scenario whereby the strategos has infiltrated a small community in a synthi-skin disguise. Two warbands could enter and attempt to root him out. This would require use of some new equipment such as scanners and the Eye-hound (who can sense these things at a distance). The only other way to tell is being in combat or by sending in an animal or zombie.
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Post by old squirmydad on Apr 26, 2009 8:26:49 GMT -9
As for the Android....... Is it OK if I assimilate your back story into the rules SquirmyDad? I'm thinking that an all android/robot party could select a Strategos as it's leader (rather than taking the extra equipment bonus). Robots in the warband would be reprogrammed to be unthinking hunter-killers (as the androids would consider them as sub-android beasts). The strategos would have access to the 'command line' ability which would enable the downloading of new skill sets to the other warband members. (Also having the potential to over ride enemy robots) Another nice idea would be a special scenario whereby the strategos has infiltrated a small community in a synthi-skin disguise. Two warbands could enter and attempt to root him out. This would require use of some new equipment such as scanners and the Eye-hound (who can sense these things at a distance). The only other way to tell is being in combat or by sending in an animal or zombie. That'd be great, and close to how I used them eighteen years ago...I think you've really got your finger on the pulse of these rules and I'm really enjoying how your turning a lot of the free-floating ideas into tangible, workable rules and scenarios.
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Post by josedominguez on Apr 26, 2009 9:34:08 GMT -9
Excellent I like the way it's growing. Which gives me an idea for a fungus based warband......
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Post by boromirandkermit on Apr 26, 2009 13:16:13 GMT -9
Fungus based warband is probably going to be covered by mutant plants... unless by fungus you mean Orks....
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Post by squirmydad on Apr 26, 2009 14:33:06 GMT -9
I really like the idea of the beastmen or beastmaster rules. Almost all of the reference art I have compiled, along with most of the Post Apocalyptic rule sets feature humanoid mutants with animal features. It only made sense for me to follow this style of design for animal based mutants. I still have plenty of ideas for actual animals with mutations, but will treat them separately.
With luck, and once I get through my current production I want to take a couple months and do nothing but MDRG figures, hopefully cranking out about ten sets would be good, and maybe even some 3D vehicle models for carwars style battles.
MDRG could use a carwars expansion as well. JIM
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Post by onemonkeybeau on Apr 26, 2009 14:58:59 GMT -9
MDRG could use a carwars expansion as well. You can say that again! onemonkeybeau
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Post by emergencyoverride on Apr 26, 2009 21:19:53 GMT -9
That would really rock. More cars with guns on my slagtown mdrg table! ;D
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Post by tugunmojo on Apr 27, 2009 3:23:36 GMT -9
Woohoo! I'm looking forward to that!
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Post by josedominguez on Apr 28, 2009 7:18:00 GMT -9
Fungus based warband is probably going to be covered by mutant plants... unless by fungus you mean Orks.... I was really going for an infectious spore type fungus, something that turns other models into carriers. Sort of a microscopic colony creature. Uses up the bodies until they finally break apart and burst in a shower of spores. The core warband would appear as any other organic creatures, with a few 'toadstool' additions. They'd be limited in skills but would have excellent command (as they'd all be one creature). The warband could even start as a group of 5 'shamblers' who were about to pop, the warband would then be formed by infection! So enemy warbands would have to be really careful as the fungus tries to 'recruit' new members. Any dead model would be replaced by a new shambler, only gaining skills when it captured a new model.
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Post by josedominguez on Apr 28, 2009 7:27:34 GMT -9
I really like the idea of the beastmen or beastmaster rules. Almost all of the reference art I have compiled, along with most of the Post Apocalyptic rule sets feature humanoid mutants with animal features. It only made sense for me to follow this style of design for animal based mutants. I still have plenty of ideas for actual animals with mutations, but will treat them separately. With luck, and once I get through my current production I want to take a couple months and do nothing but MDRG figures, hopefully cranking out about ten sets would be good, and maybe even some 3D vehicle models for carwars style battles. MDRG could use a carwars expansion as well. JIM Next race will be the hybrids.... genetically stable animal/human hybrids bred for specific jobs (often military). This will allow the use of the humaniod mutant set in a new warband. These creatures will be free of random mutation (they are bred for purpose, like working dogs, so anything showing variance is destroyed). Ranging from the WorkHorse model to the TunnelRat (available in the hoards) The bonus being each is able to use a weapon whilst retaining some vestige of it's animal nature. The downside being they lack any powerful mutations or psychic ability. Starting equipment and weapon choices will also be limited.
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