cabo
Apprentice
 
Posts: 39
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Post by cabo on Mar 6, 2011 5:54:46 GMT -9
If you want to keep it tough, i'll will change very little on opp. armor. I have always lost miserably  (i mean, i didn't win the game) That was my fate when I was playing ..... a contract win here and there but never a game win.... at least not yet. Adding the mercenary to the possible opponent stack is a very interesting twist. It would enter my thinking when making a selection since an unselected mercenary could come up against one..... nice addition as it really does give it that mercenary favor.
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Post by sharanac on Mar 6, 2011 6:53:11 GMT -9
Does it make me the only player with the game win so far? WOW!
What will happen with defeated mercenary - will he be dead or will he return to freelancers pool? And what will be needed to defeat him? one, 2 or 3 points of damage?
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Post by Dave on Mar 6, 2011 11:50:20 GMT -9
Here's what I've written for enemy mercenaries:
Enemy mercenaries are considered opposition cards, and behave like other opposition cards in most ways. They never assist, and they ignore any of their unique abilities or limitations such as Kirsash’s* D2 missile attacks per round or Staun’s inability to move from his starting position.
On their turn, enemy mercenaries will act using the highest-ranked of Melee (Melee Attack), Missiles (Missile Attack) or Alertness (Feint). In the case of a tie, you may choose which of the highest-ranked abilities to use.
Enemy mercenaries begin at healthy status, and become weary when they take 1 damage. Mercenaries never use the recover action, and they are defeated when they become injured. When an enemy mercenary is defeated, it is not slain. Return it to your deck of unused mercenaries instead.
* There were too many z's in the names of the Village mercenaries. Kirzash is now Kirsash.
I haven't tested this rule at all, so there could very well be some problems with it. But I'm including it with the next playtest.
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