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Nick Gardiner
Aug 03, 2017
In Gameplay Discussion
General Victor Hess Hess is totally loyal to the Fuher and Germany, believing that in the Savage Core he can find ancient relics enabling his country to win the war. To this end he will sacrifice everything and everyone for his cause. What he lacks in natural strength he makes up with in intelligent and cunning. Moxie Smarts Tick Guts Buff Clip 6 9 4 7 1 3 Nazi Treasure Hunter Bod Moxie Tick Guts Buff Clip 6 1 2 1 2 Additional rules: Modern Weapons: Treasure hunter bods may make ranged attacks at 10” rather than 8” due to their rifles. (Note Victor Hess is armed with a pistol so gets no such bonus. Ammo Rule: Due to the lack of Ammunition found in the savage core for their rifles every time a Bod fires he must test to see if he runs out of ammo (we suggest starting each model with an ammo counter of some kind, under or on the base. After rolls to hit have been calculated roll for every bod that fired from this faction with a D10. On the roll of 1-5 remove the ammo counter. This bod can make no more ranged attacks. Note Hess does not test, he makes sure he gets the lions share of the ammo. Tricks, Mob Scenes and Relics: Mob Scene: “Feuer!!!” (Fire!!) (minimum requirement 3 bods with ammo within Hess Influence range Smart score of 13 required) All bods within influence range with ammo may fire twice this turn making two ranged attacks as per usual. However they automatically fail their ammo checks. Relic Iron Cross: Activating the Iron Cross gives Hess + 3 to his Buff score this turn only. Relic Stick Bomb: Hess may throw a stick bomb this round at any target within eyeball with 8” range (he can even choose a target that will effect his own men, his a nasty sort). The Relic Hunter player declares an eligible target. Then roll a D10. Result 10 = All figures in a 3” radius take 2 damage to their tick stat. =9-5 as per the 10 result but only 1 tick of damage is taken. =4-2 its a dud, no effect. =1 It goes off prematurely taking 2 tick off of Hess )and probably a hand) he is also nobbled for this turn and cannot move (his probably picking himself up). Hero surge: “für das Vaterland!” (“For the Fatherland”) (A bod must be selected within shooting range of Hess) Hess makes an example of a fellow soldier bod he feels is not showing enough zeal for the cause. Remove the bod as a casualty and Hess may not shoot another target this turn. All remaining Bods double their Guts and clip scores for the remainder of this turn. Hero Surge ‘Rutschig Kunden’ (Slippery Customer) (A bod must also be in base contact with the enemy Hess wishes to break away from) Hess may automatically break combat this turn without testing, but the bod must remain (Hess has probably thrown him in his way). Whats more the effected enemy model cannot break from this combat this turn. Designer note: I am yet to test this with my friend. So will post up amendments but I will take suggestions onboard. Nick :-)
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Nick Gardiner
Jul 21, 2017
In Scenarios and Encounters
A flying lizard attacks taking one of your bods away clutched in its talons. You and your opponent/s roll a dice and add their bods Moxie score. The player with the lowest score has one of his bods taken and removed from the board. Optional rules, allow that bod to make a Buff roll (as he fights against the clutches of the lizard) if he/she scores 8 or more they free themselves and plummet back through the jungle canopy. The opponent places your model in any terrain (that can be entered/moved through... no dropping them into lava). They are also nobbled for the next turn. Remember they may have to test to move if out of their leaders influence.
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Nick Gardiner
Jul 14, 2017
In Scenarios and Encounters
So having read the rules for Savage Core I can see that the T-rex and 3 Ravenous beasts (Veloceraptors maybe ;-) )can be a random event. I was thinking some of the Dinosaurs that didnt eat meat should get representation. Triceratops, or Brachiosaurus for example. I imagine that if the encounter is activated, for rather than enter via a board edge the Dino was silently grazing or wallowing in mud or a river. So randomise the terrain they spawn in, out of the following Tree's/Swamps/River sections etc, anything players agree is possible, using your D10. So if there are two appropriate pieces of terrain 1-5 is one result 6-0 the other. Once spawned roll a dice every turn to decide what it does. 1-2 'Whats that?' Moves D10 halved and rounded down inches towards the nearest player controlled model. 3-6 'Mmm food' The Dino does nothing but graze unconcerned by the smaller life forms around it. 7-9 'Search for food' The Dino moves randomly. Roll a D10 next to the model. The Dino moves that many inches halved again) in the direction that the top of the D10 is pointing. 0 (or ten) result 'DANGER' the Dino is spooked and stampedes,roll a D10 it moves the full amount in inches in one random direction determined by the top of the D10's top facing, anything it passes through (except other large Dinosaurs, thinking T-rex here) is squashed flat unless it rolls under its Moxy roll to avoid the lumbering beast. One roll per model only. If you attack the Dino at range it can pursue you like the T-rex same rules apply. Once the model that attacked is killed (trampled) the dino resumes random movement. 0 for its clip rate, 9 for its tick. Guts tests do apply when the model is revealed as with T-rex. If the model spawns in a terrain piece occupied by player controlled models, the player controlled models all get a free movement at this time (as they hear the creature stirring) but can only move their respective clip rates. Note this is a free move to clear the terrain piece and doesnt count as there turn.
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