Tuesday, April 25, 2017

Skulldred GX edition available here


Its buggy, with typos and yeah... I don't care because it is 3am and I jump on a bus in a few hours to get to Sydney.  Here... take it, print it, play it, have fun and don't whinge about the crappiness until I get a chance to fix it.  Yes, the forces are not balanced- I didn't have time to set up the scenery cut outs and did I mention I am exhausted?  bkwgfequwegfuwegfouwqegfuwgqefwannasleeeeep

Proper, proof read version coming after GX.  Promise X

http://www.darklinggames.com/eavyledd/skulldredGXdemoWeb.pdf



ERRORS IN THIS EDITION:

Wildsides
So I just noticed that the entire wildside page is missing entirely from this build. 


It works like this- on a 'wild' roll, your model performs its wildside action (bottom left of card).

 A hero reads a wild as 2 pips.  A leader as 3 pips.  Rolling a wild is a good thing for them.

Any model within near range of a hero or leader is inspired and instead read their wild as 2 or 3 pips respectively.
A model within far range of a leader who can draw line of sight to them also gets 2 pips on a wild as they are under command of that leader.  Downed Leaders and Heroes do not inspire or command, funnily enough.

Sample wildsides provided in demo are;

Lock up - model loses activation. If engaged in combat, disengage- if you cannot do so, roll 1 critical hit die.
Vanish- model dissapears back to the dark realm it came from, cackling as it goes.
Blind Fury- make 1 move action towards nearest model and attack it- friend or foe.  If two or more models are equal distance, Roll die to determine which player gets to decide which is chosen- on a hit- owning player, on a miss, opponent.

The full rules have dozens of wildside options, each giving you more points the more terrible!  Advanced rules include terror- which blocks inspiration and command, standard bearers and musicians which chain command from a leader to distant models and spells which impose wildsides on heroes and leaders.

RELOADING
If a weapon is marked as 'reload', place a reload counter next to the model or on its profile card.
A reload action takes 1 pip.

Some weapons require 2 pips worth of reloads- they get two reload counters on their card.

JAM
When any ranged weapon rolls zero hit dice, it has jammed or it requires some attention before it can fire again.  Place a reload counter on it.

Have fun X}



2 comments:

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  2. This comment has been removed by the author.

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