It is a noble endeavor! I searched for a good long while to find somebody who had already done this. I found a few people who had attempted rules for skaven and reinforcements, etc, but nobody had the profiles for the heroes or any sort of rules. That's why i'm happy for this to be done on the brewery, even if we don't get it nailed down it should bring some new visitors here who can contribute to it!
Back to the matter at hand!
The time frame that I have for this is roughly three/four weeks. So there's time for some playtesting. (I'll also be able to do a fair bit of playtesting when we actually have our gaming weekend too)
Snipe/Focus Shot I'm glad that my idea makes a little sense. Perhaps the handgun could do D3+1 Mortal Wounds but have a lower range? Maybe making the snipe shot is an either or case. Maybe you have to pick one, normal handgun fire or sniping. Or perhaps if you want to snipe AND use normal handgun shots in the same shooting phase maybe your normal handgun shots are at -1 to hit or you lose 1 attack from them? Not sure, just some way of making the snipe shot seem like a special case as to when to use it or not. This way you're much more likely to use it to single out a big multiwound guy than you are to 'waste' it every turn shooting basic rats, although you still could?
Reviving Team Mates I don't know anything at all about any Objectives in Age of Sigmar scenarios but my initial thoughts for reviving team mates was that the hero who is doing the reviving must spend their entire turn (within say 3" of the downed ally) attempting to revive. And this should be, for example like rolling a 2+ on a D6 to attempt it. But each enemy model within 1" of you when you are attempting it adds +1 to the roll required? Or maybe has a chance to interrupt the attempt by rolling a 6 on a D6? Not sure. But some ideas there!
Multiple Ways to Use Weapons I really like that you have to select which weapons to equip on your hero before the fight. Then between fights if you unlock more you can change them out. A sort of 'basic campaign progression' system that's very similar to the game. However, one little bit of information that I gleamed from reading the Dwarf Thunderer page that I liked was that their melee attack is using their rifle butts. That made me think that perhaps weapons could have a secondary ability that is a pushback? So a double handed axe has a pushback that pushes D3 enemies within 1" of you back by 3"? Maybe a shield pushes D6 enemies away? That way most characters get access to push backs to varying degrees but some are better at it. Another idea down this same path is to have a 'charged' attack with each weapon? Not sure if this is necessary or even a good idea, but taking Bardin's Great Axe as an example. Maybe Instead of making its 4 attacks at 3+/3+ 1 damage, maybe it makes a single attack that is 3+/2+ Redn -2, 3 damage? Then it might sort of feel like you're literally selecting which way they swing their weapons in certain situations, as if you're controlling them like in Vermintide. Anyway, perhaps this is confusing the attack process! I'll leave you to make sense of this idea.
Loot Tables I haven't had the chance yet to really put pen to paper and come up with any ideas. But off the top of my head I thought maybe there could be multiple loot tables (eg. a Chest loot table, Ranalds Bones loot table, a battlefield set up loot table). So for example, The Battlefield Setup table that you roll at the beginning of the map to determine what stuff is scattered around (it can then be placed randomly based around table sections?) Anyway, as an idea here is what I thought for the Chest loot table:
2 Ammunition (I hadn't really thought that ammo should be kept track of in this game..although maybe it should be? Otherwise maybe this just gives +1 to hit with normal ranged attacks for D3 rounds?)
3 Potion (D3: 1 Strength, 2 Concentration, 3 Speed...will work out effects later!)
4 Healing Potion (See Above)
5 Medical Pack (Works better than a healing potion, maybe 3D3 Wounds instead of D6? or something...)
6 Loot Dice (gives an extra dice to roll on Ranald's Bones at the end, which so far i'm thinking would be a D66 table)
Anyway, there are a few ideas i've had. I'll start thinking now about the Rats and how to have them generated. So far i'm thinking that you will need to have a human player controlling them then a human player controlling each hero. So that way you can sort of control the difficulty of the game (based on the number of players) by having all Skaven spawns being something like D3x the number of heroes, D3+1x the number of heroes, etc.
Will keep thinking!
Edited by The Bearded Baron, 18 May 2018 - 06:30 AM.