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Thread: Neuroshima Hex!:: Variants:: ARMY IDEA: Duke Nukem!

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by peterpotamus

I used to play Neuroshima Hex a lot last year, and I had quite a few custom army ideas, most of which I didn't go further than the theoretical stage with. I will post some of them today, each in a separate thread. As you will see, they're mostly pretty wonky, so I am only posting them for their speculative value; it would take extensive re-writes and playtesting to make them workable. Some of them, like the nids one, are hilariously op. Anyway, the format is:
ARMY NAME
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quantity initiative SOLDIER TILE NAME properties
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quantity FOUNDATION TILE NAME properties
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quantity ACTION TILE NAME function
----------------------------------
HQ NAME properties

This would be the counter-faction for the Cycloid army I posted. I think it's way too strong.

Duke Nukem
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none
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x3 LASER TRIPBOMB. If an enemy is placed/moved onto it, an air strike (same as the Moloch one) is called on it and the tripbomb is removed.
X1 HOLODUKE. Enemies must placed or moved onto spaces adjacent to the Holoduke must always be turned so at least one of their attacks is facing it; units on top of it are unaffected. It disappears after battle, regardless of whether is was used in any way.
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x4 MOVE
x2 STEROIDS (can make two moves, pushing enemies out of his way if necessary)
x1 JETPACK (may move anywhere on the board)
x2 PORTABLE MEDKIT (restores 2 hq points)
x4 PIPEBOMB. Works exactly as a Borgo grenade
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Weapon instant action. Every turn, Duke may use one weapon instant action, before or after using a regular instant action. He may not use two weapons in the same turn, however. When firing weapons, he may aim in any direction.
x4 DESERT EAGLE. May fire in one direction
x3 RIPPER CHAINGUN. Duke may fire a shot in two adjacent directions, or two consecutive shots in the same direction
x3 SHOTGUN. Duke may fire in one direction, dealing 3 points of damage to directly adjacent targets.
x2 RPG. Duke calls an airstrike (Moloch) on a unit within a fireline; the target may be at the edge of the board.
x2 DEVASTATOR. Duke fires three consecutive gun x2 shots in one direction; those are fired one by one, and may destroy up to three units.
x1 SHRINKER. Duke fires one shot, destroying the target, regardless of toughness or armour. Cannot be used against protector drones.
x1 FREEZENTHROWER. Duke may fire a shot in two adjacent directions; if the targeted enemies survive, they may not be moved or pushed in the following turn. If they are directly adjacent to Duke, they are instantly destroyed.
x1 MICROWAVE EXPANDER. Duke fires a single shot. If the target is destroyed, up to two adjacent enemies (picked by owning player) take a wound.
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HQ: Duke Nukem. Duke is his own HQ, as well as the only soldier unit in his entire army. He fights by using a vast selection of special instant action tiles. He has 10 hq points rather than the normal 20, and may not be netted. All other rules for an hq tiles apply, with the exception of the melee attacks at initiative 0- Duke gets that in one direction only, unlike the omni-directional attack regular hqs have.

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