As seen here, I came up with a rule mod for those characters seen in anime with psionic/magic powers that pilot giant robots. After further thought on the subject I've come up with another modification.
To model a mecha that contains systems to enhance the pilot's power the mecha must dedicate one system to that purpose. This is similar to the Exotic Terrain/Environmental Systems optional rule on page 96 of the rulebook. If this system is discarded to damage then the pilot can no longer roll Purple dice.
This is a blog dedicated to the game Mobile Frame Zero, a Lego-based, tabletop wargame.
Showing posts with label Evolutionaries. Show all posts
Showing posts with label Evolutionaries. Show all posts
Monday, May 21, 2012
Thursday, May 10, 2012
Evolutionaries: A MFZ Rule Mod.
Concept: As put forth in the many variations of the Gundam series, Newtypes -- or Evolutionaries, as I'm calling them, are the next step in human evolution. Spending more time in space has opened the minds of certain people to the Cosmic. This allows them to do more.
Mechanics: Evolutionaries use the fabled Purple die! They can substitute this die for either a Red or Blue die when rolling their dice for the turn. They can also substitute a Purple die for one of their White dice to execute a Push. A Push is exactly what it sounds like. The Evolutionary can push a mech that is engaged in HtH with their mech X units away. X being equal to whatever was rolled on the substituting die. Any dice rolled by the Evolutionary cannot be lost due to damage done to the mech. They belong to the pilot, and the pilot alone.
Cost: A Level 1 Evolutionary rolls a 1d6 Purple die and cost two (2) Victory Points/Initiative. A Level 2 Evolutionary rolls a 1d8 Purple die and cost three (3) Victory Points/Initiative. A Level 3 Evolutionary rolls 2d6 Purple dice and costs five (5) Victory Points/Initiative. A Level 4 Evolutionary rolls 1d6 + 1d8 Purple dice and cost six (6) Victory Points/Initiative. A Level 5 Evolutionary rolls 2d8 Purple die and cost eight (8) Victory Points/Initiative.
Note: I just came up with this last night and it has not been playtested.
ETA: See Mark Stone's comment. (5-9-12, 20:45)
Mechanics: Evolutionaries use the fabled Purple die! They can substitute this die for either a Red or Blue die when rolling their dice for the turn. They can also substitute a Purple die for one of their White dice to execute a Push. A Push is exactly what it sounds like. The Evolutionary can push a mech that is engaged in HtH with their mech X units away. X being equal to whatever was rolled on the substituting die. Any dice rolled by the Evolutionary cannot be lost due to damage done to the mech. They belong to the pilot, and the pilot alone.
Cost: A Level 1 Evolutionary rolls a 1d6 Purple die and cost two (2) Victory Points/Initiative. A Level 2 Evolutionary rolls a 1d8 Purple die and cost three (3) Victory Points/Initiative. A Level 3 Evolutionary rolls 2d6 Purple dice and costs five (5) Victory Points/Initiative. A Level 4 Evolutionary rolls 1d6 + 1d8 Purple dice and cost six (6) Victory Points/Initiative. A Level 5 Evolutionary rolls 2d8 Purple die and cost eight (8) Victory Points/Initiative.
Note: I just came up with this last night and it has not been playtested.
ETA: See Mark Stone's comment. (5-9-12, 20:45)
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