Zakolite Imperial Expeditionary Force (Discussion Thread) (1 Viewer)

puca

Club Regular
Joined
Dec 3, 2010
Trying out some uniform designs. Kinda trying to hit different parts of the spectrum from modern military-esque (C) to future battlesuit (D) to stuff in between. Lemme know what you like!

These are attempts at the basic armor - tactical and assault armor would have more armor to them. Also, I'm down to customize for particular preferences (for example a bare midriff, or skirt/bikini-bottom instead of pants).

Suggestions are more than welcome!

Sketch250212412_LI.jpg

Also, thanks for pointing me towards Infinity Big-Ronso - a lot of these are heavily-inspired by their designs haha. Also, that game looks really cool!
 

Big-ronso

Avid Affiliate
Joined
Jan 5, 2016
hahaha! I noticed :).

Infinity ah much to offer as pillars of armor. I would also suggest the Dark Eldar gladiators as armor. I also suggest you to have an eye on this link (even for some future enemy who can say :))

Deals

(Anyway the infinity is a nice game, it's a bit too many rules, but the game where the "zako" with the right weapon can become the hero of the day XD)

My preference go to A.
 
Last edited:

thesteedman

Ryonani Teamster
Joined
Aug 15, 2011
I think C would be my fav preference, I do like the X-Com militant feel of it. My second choice would be B, which is quite similar but looking a little more futuristic :P
 

puca

Club Regular
Joined
Dec 3, 2010
Statting up enemies and writing crit tables. Hehehe, combat will be interesting.

For crits, what level of violence are you guys ok with? I'm planning on over-the-top messy with a side of goofiness, kind of a Mortal Kombat-level of violence.

I'll play around with the clone armor designs a bit more and start working on some amazons as well.
 

Big-ronso

Avid Affiliate
Joined
Jan 5, 2016
Until it not becomes an unrecognizable red mousse. For me it's okay :)

I personally prefer massive damage to the head and bust (as long as the head does not explode) bat my preference go to bone breker and similar.

But for me no problem, only what I ask why I fixed myself, and the use of the bodies of the fallen as trophies or stacked somewhere XD.

A curiosity, but the critics' table and valid also for the enemies? (In the sense they have to get first to 0 before being killed?)
 
Last edited:

thesteedman

Ryonani Teamster
Joined
Aug 15, 2011
I'm more of a clean death kind of person who likes constriction perils...
But the idea of special and overly violent deaths when landing a critical actually could be pretty fun so I'm all for it.
 

puca

Club Regular
Joined
Dec 3, 2010
Planning to play here on the forum, play-by-post style. The players will all take their turns (order doesn't really matter), then I'll do all the enemy turns.

For that whole "crit at 0 hp" thing I was going to reserve it for players only. Enemies are done as soon as they hit 0, and it'll be up to you guys to describe how you dispatch them.
 

thesteedman

Ryonani Teamster
Joined
Aug 15, 2011
Updated the characters with bios. I'm hoping I've not stepped out of place with them, if they don't match the world or if your not fond of them just let me know and I will change them :)
 

puca

Club Regular
Joined
Dec 3, 2010
I love the bios! I also like the details you've added to the world. The Zakolite Empire being a byzantine sort of empire fits well.
 

nonniemouse

Casual Client
Joined
Dec 12, 2010
I enjoy more violent content, so I'm all for including a bit more blood and gore on crits / deaths. I assume from the rules that these crits are mainly against 0 HP player characters? Would it be possible for each player to "set" their own preferences for crits? I imagine we all have our favorite targets and they can be somewhat particular (I know mine are!).

Brody "TRAUMA" Odysseus
Name: Brody Odysseus
Callsign: TRAUMA

Description: WIP

HP: 3
PP: 0
Armor: 3
Evade bonuses: +1 evade in melee
Movement: 6
Attacks:

Kinetic Maul: 2d6+2 damage, ignores 3 armor, +1 accuracy
+2 acc. in melee, +2 acc. at <=4 range
Standard-issue pistol: 1d4 damage, range 6, 1 handed

Assault Armor: 2 armor
Inventory (2):
Standard-issue carbine (assault rifle) (1d6 damage, range 8)

Traits:
(1 pt) Melee specialist: +2 accuracy in melee, +1 evade in melee
(1 pt) CQC Expert: +2 accuracy at <= 4 range
(1 pt) Tough: +1 HP


(105 credits) Kinetic Maul (Axe, Monoblade, Energized, Custom grip)
(80 credits) Assault Armor
=185 credits; 15 credits left over


Drake "DEEPSTRIKE" Harrison
Name: Drake Harrison
Callsign: DEEPSTRIKE

Description: WIP

HP: 2
PP: 0
Armor: 0
Evade bonuses: +1 evade in melee
Movement: 9
Attacks:

Climbing Claws: 2d6+2 damage, ignores 3 armor, +1 accuracy
+2 acc. in melee, +2 crit chance
Standard-issue pistol: 1d4 damage, range 6, 1 handed

Jump Armor: +2 Movement

Inventory (2):
Standard-issue carbine (assault rifle) (1d6 damage, range 8)

Traits:
(1 pt) Melee specialist: +2 accuracy in melee, +1 evade in melee
(1 pt) Clever: +2 crit chance
(1 pt) Fast: +1 movement


(105 credits) Climbing Claws (Axe, Monoblade, Energized, Custom grip)
(80 credits) Jump Armor
=185 credits; 15 credits left over
 
Last edited:

Mentos

Club Regular
Joined
Jun 23, 2015
Name: Cynthia Connor
Callsign: Beta

Description: Cynthia is average in every sense of the word. She is 20 years old, at 5'6 with curly blonde hair, an average face and a skinny, flat chested physique. During her adolescent years, Cynthia excelled at nothing. She was never talented, or an athlete or an intelligent. She barely scraped by her school years doing the bare minimum, being overshadowed by her betters, and had no future ahead of her other than serving as front-line infantry in one of the Empire's endless wars. As such, she was conscripted, and her DNA was taken for cloning for further usage once she inevitably met a horrible and painful fate.

Cynthia is cowardly, weak and lacks any noteworthy traits, however she is determined to survive and avoid being cloned above all else. It's for this reason that she was given Medic training, as her sheer will to live will make it so that she'll try her hardest to ensure her comrades heal from their wounds. Otherwise, who else wound stand in front of enemy fire for her?

HP: 2
PP: 0
Armor: 2
Evade bonuses: none
Movement: 6
Attacks:
  • Standard-issue carbine: 1d6 damage, range 8
  • Standard-issue pistol: 1d4 damage, range 6, 1 handed
  • (120 credits) Medgun: dart-launching gun, heal 1d6, must still roll successfully to hit, requires medic training
Stealth suit: Can't be targeted past 5 spaces
Inventory (2): Medkit, Medkit

Traits:
(1 pt ) Survivor: +2 critical save**
(1 pt ) Determined: +2 critical save**
(1 pts) Medic training: allows use of certain advanced medical gear, +1 HP regained with medkits

(120 credits) Medgun
(80 credits) Stealth suit
(20 credits) Medkit
(20 credits) Medkit
=240 credits

-----------------------------------------------------------------------------------------------------------------------------------------------------------

Name: Ava
Callsign: Jaguar

Description: Ava is 24 years old at 5'8. She has very short, cropped dark blue hair, with a tight, lithe body and a permanent scowl on her face. Ava spent most of her life living in the slums of one of the Empire's impoverished subjugated colonies. With little opportunity for getting ahead in life, she served as hired muscle for a local drug gang, all the while fostering a deep hatred of her occupiers. One day, Ava's gang was raided by the local Imperial forces, resulting in the death of most of her gang. Wounded, she was given a choice: A quick death, followed by a toss in the local mass grave, or conscription.

Ava hates her new life serving in the bottom rung of the Empire's forces, but she tries to make the best of it. She does this by taking out all of her fury and frustration on anything weaker than her. This includes enemy combatants, occupied citizens, prisoners of war and even her fellow conscripts who happen to be weaker than her.

HP: 4
PP: 0
Armor: 0
Evade bonuses: none
Movement: 6
Attacks:

  • Standard-issue carbine: 1d6 damage, range 8
  • Standard-issue pistol: 1d4 damage, range 6, 1 handed
  • (25 credits) Shotgun: 1d10 damage, 6 range
Assault armor: 2 armor
Inventory (2): none

Traits:
(1 pt ) Headstrong: +1 HP
(1 pt ) Tough: +1 HP
(1 pt) Fast: +1 movement

(25 credits) Shotgun: 1d10 damage, 6 range
(80 credits) Assault armor: 2 armor
=125 Credits
 
Last edited:

puca

Club Regular
Joined
Dec 3, 2010
I enjoy more violent content, so I'm all for including a bit more blood and gore on crits / deaths. I assume from the rules that these crits are mainly against 0 HP player characters? Would it be possible for each player to "set" their own preferences for crits? I imagine we all have our favorite targets and they can be somewhat particular (I know mine are!).

What an awesome idea! Yeah, so I guess along with your character posts, please indicate what type of crits you'd prefer. Be specific if there are things you'd like to see and maybe more importantly things you'd rather NOT see. I'll try and tailor the tables to your individual preferences.

And yep, crit rules apply to characters at 0 HP, as well as when enemies roll a crit.
 
Last edited:

Big-ronso

Avid Affiliate
Joined
Jan 5, 2016
great! But it would serve as a guide to create the critics table. Type if you use the d10 or the d20. And if all results are lethal or leave you with some penalties
 

puca

Club Regular
Joined
Dec 3, 2010
great! But it would serve as a guide to create the critics table. Type if you use the d10 or the d20. And if all results are lethal or leave you with some penalties

Right now, my plan is to use a d20. 1-5 means a glancing blow/miss, 6-15 is death, and 16-20 is death with additional effects based on the type of hit (like a spasming trigger finger causing an attack on the nearest friendly or enemy unit, or any remaining grenades detonating if hit by fire or explosive attacks). So basically a default character has a 25% chance to survive an attack at 0 HP, and each survivor-type trait boosts that chance by 10%.
 

Big-ronso

Avid Affiliate
Joined
Jan 5, 2016
Oh! Understand then the tracts do not add to the dice but increase the threshold to survive. For the "psiker" table? Will it be similar I will eat the most chance of dying and do collateral damage?
 

puca

Club Regular
Joined
Dec 3, 2010
Similar, though the the psiker table actually only has 1 as the safe number, BUT 2-10 is either a self-stun or some sort of self-damage, while 11-20 is death. There are a few collateral damage results in there as well.

I'm also going to make a rules change to simplify bookkeeping - you CANNOT move-attack-move. You must attack before or after movement.

Btw, love all the bios so far! Seem neat characters! Nice mix of zealous volunteers and reluctant conscripts.
 
Last edited:

thesteedman

Ryonani Teamster
Joined
Aug 15, 2011
Would it be possible to add a constriction style rule like in Xcom (more for my selfish desires xD )

A possible attack not unlike the Sentinels or Snakewomen in which larger or stronger opponants can potentially grapple a character. Instead of removing an entire turn it could be however the player character can attempt to escape the grapple or perhaps still shoot at other enemes with a penalty since they are under duress, whilst also losing their movement phase. (So they can still do something when grappled)

It could be whilst grappled there is potential for damage each turn if they are crushed or the such (potentially bypassing armour if they use it against them in a squeeze or crush if said crusher passes a hit check of some form with failed attempts meaning the character endured and didn't take damage), and perhaps it is easier for another character to break the hold by shooting the enemy rather then the character held.

Just playing with potential options xD
 

Users who are viewing this thread

Top


Are you 18 or older?

This website requires you to be 18 years of age or older. Please verify your age to view the content, or click Exit to leave.