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Thread: Neuroshima Hex!:: Variants:: ARMY IDEA: Section 9

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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 MODULE TILE function
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quantity FOUNDATION TILE NAME properties
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quantity ACTION TILE NAME function
----------------------------------
HQ NAME properties

This one is based on the Ghost in the Shell anime. Yes, I have no imagination.

Public Security Section 9
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X6 2 TACHIKOMA. Armor on two sides, gun; connected friendly units (not tachikomans or the helicopter, works in one direction) gain mobility
x1 2 TRANSPORT HELICOPTER. When its turn during a battle comes (read: its initiative phase), all adjacent friendly units may instantly be moved somewhere else, and the helicopter is removed. Note that this is always the FIRST event to take place in the helicopter's initiative phase, therefore it may be used even if another unit with the same initiative is set to destroy it or any of the embarking friendly units. Tough, immune to netting
X1 2 BATO. Tough, melee x2, gun
X1 3 THE MAJOR. Tough, melee on three sides, gun
X1 1 BOMA. Tough, melee x2, spy (same as NY)
X1 1 ISHIKAWA. Net, melee, spy (same as NY)
X1 3 SAITO. Gun x3, sharpshooter (same as NY)
x1 3 PAZU. Melee on two sides, hits on initiative phases 3 and 2
X1 2 TOGUSA. Gun on two sides; at the start of each battle, Togusa may switch places with any adjacent friendly unit (this is done before the battle has started and before any attacks have been carried out)
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X4 ???? (never came up with anything for this slot)
X2 OPTICAL CAMOUFLAGE. Connected unit gets initiative +2 and cannot be targeted by instant action that deal damage, such as grenades or airstrikes; works in one direction
x4 HACK. Connected enemies lose their mobility, sharpshooter, control takeover and spy aspects. Works in all 6 directions.
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(none)
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X3 MOVE
X5 BATTLE
X1 GRENADE
x1 CASTLE
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HQ. Information warfare: Disables all enemy modules everywhere; it has no melee attacks, and has no effect on enemy units or HQs.

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