Ask your questions about GOTHIC-PUNK here. :)
A 90s Urban Fantasy Skirmish Game · By
Quill, it's simpler than it seems. Just follow these steps:
Just purchased the game, it looks super fun and I'm excited to find good minis to use for it.
I do have a question regarding how players are supposed to complete a scenario?
Do you encourage groups to establish their own win condition such as "If The Fae control the Park node for 3 turns they win the encounter" or is the intent more about Elimination like "The Giorgio Vampire Coven and the Red Beard Pack are trying to wipe each other out"
Also if a group wanted to do a sort of campaign play scenario do you suggest rewards such as extra models to add to their warband? More points to their existing models to upgrade them? Control over certain districts giving recovery and training boons to warbands?
Great questions, Botchbrother!
Regarding scenarios, I fully encourage the creation of new scenarios. In fact, you can even publish them if you want! I intend to create new scenarios in future expansions.
The current victory conditions of the game are this:
Objective: A Faction wins if it is the only one with models on the table, or if it finishes three consecutive rounds controlling more Nodes than its rival.
Regarding campaign rules, it is something that is in the plans, but has not yet been developed. Suggestions are very welcome. My first impulse would be to offer extra points for faction upgrades, but it remains to be seen how that would work in practice.
Thank you so much! I missed the objective bit on the first read-through, so thank you for clarifying. I may work on my own campaign and solo rules using inspiration from 5 Parsecs from Home and the like. I'm still trying to track down some good minis to use, I may have to bite the bullet and build some using Hero-forge or Eldritch Foundry.
Hello there, I've got a couple of questions, and some minor concerns. First, the questions;
In the very rare corner case that I have a unit with Regenerate and 1 wound, what happens if I roll failing doubles? Does the healing from Regenerate happen first, leaving the unit merely unruly, or does the unruly go first, causing the unit to get knocked out? In my mind I've already ruled it as the former since it makes Regenerate feel more viable in my mind, but it's good to know what you think/intend.
Edges with (X) don't seem to have an explanation to them, though I've mostly managed to infer that it means you can buy the edge multiple times, without adding to the number of edges your unit has, upping the X in the ability each time. I was wondering if that's the case?
Could one unit conceal another unit? As I've read it, only terrain can conceal units, which is probably for the best, but I had the random idea to make a minion with big, and then a boss with Shadowy, using the minion as a meatshield. In the case that units can conceal other units, is it possible to "shoot through" friendly units, effectively ignoring them as terrain?
EDIT: Apologies about all the edits, keep seeing small typos and the like, and now I've got this whole extra question. If I put Zealot on my boss, as they also have leader, will Zealot then always be active for them, as they are in their own line of sight at 0 inches? If zealot is not allowed to be put on a unit with starting Leader edge, what happens if my boss is out of action and Leader goes to my underboss who had Zealot?
And now for the concerns; While I love the system for unit creation and its various potentials, I've already been cooking up an Outcast faction, I've noticed that a stat upgrade and an edge costs the same, doubly so with Outcasts. Any edge that just brings a -1 to a certain roll unconditionally, like brute, just becomes a more flavourful stat upgrade as the odds remain the same, and any edge that brings -1 to rolls conditionally, from Sniper to mighty to bloody rage to any of the Node edges for fae, seem like a straight downgrade to me. I may be wrong on the math of course and there is a difference between having -1 to a roll and having a bigger success threshold, but I don't see it.
I want to add here that I do adore this game, it's got a fun, engaging theme, I've already spent hours just pouring over it and thinking of potential faction builds. As someone who's always wanted to get into Skirmish games and wargames, but haven't had the brainpower to comprehend the complex rules of something like warhammer nor the wallet to sustain such an expensive hobby, this game has been immensely easy to understand completely, and the sheer amount of customization is a joy. You've made a great game already, and I'm truly excited for expansions and updates.
Jadasc, this is associated with the Activation session:
"The player continues to activate models as long as they have successes on the Activation rolls and have models available. Thus, it is possible to activate all your models in sequence if you get at least 1 success with each."
The function of initiative stealing edges is to interrupt the opponent's sequence of activations.
Thank you for the question. I will try to explain this better in future updates.
What happens depends on the specific edge. Let's take Trickster as an example:
Trickster: When an enemy model spends Karma to re-roll within 3", this model can spend 1 Karma to steal initiative after its activation. This model must be able to act in order to use this ability.
In the case of this edge, the trigger is "When an enemy model spends Karma to re-roll within 3" ". The activation is "this model can spend 1 Karma" and the effect is "to steal initiative after its activation". So, if there was a trigger and the player activated it, after the enemy activates, this model can be activated (its owner can make an Activation roll to try to activate it). The requirement is "This model must be able to act in order to use this ability", that is, if the model has already been activated or is inactive for other reasons, it cannot activate this edge.
Basically, when you steal initiative, you interrupt your opponent's sequence of activations. Each edge indicates when this can be done and, if a model is identified as a catalyst for that edge, it is it that must be activated if it is capable of being activated.
Is it clearer now?
There seems to be a bit of inconsistency in terminology among what I've dubbed "Dice-granting" edges. Either they state that you gain +1d6 on that roll, such as Celerity or Retaliation, or they state you can roll 1 extra die, like bloody rage, or they state the model makes that roll with an additional 1d6, like in node guardian or node shot. I get the wider benefit all of these Edges bring (Giving you another die to roll so you have a greater chance of getting a success, possibly even two successes), but I fear the first terminology, gain +1d6 on [type] roll, will seem counterintuitive to players, as you want -N bonuses, not +N bonuses, and they may think they have to roll a die and then add its value to whatever else they rolled, making it look like (+1 to 6 to this roll), which is a massive downside in this game.
Tightening up the terminology can help immensely, and both "Roll 1 extra die in [type] rolls" and "Make [type] rolls with an additional d6" could work for that. I would also ask for clarification when, in the cases of Node guardian, retaliation, and bloody rage, you get to roll additional dice for battle rolls. Do these additional dice stack up potential hits, meaning if you rolled 2d6 for a battle roll, your opponent would have to roll two defense rolls, one against each of those hits, and suffer a wound for each failed defense? Or would the 2d6 battle roll with two successes just mean you got a singular hit, and the attacked model will only have to roll a single defense, only suffering a single wound if failed regardless of the two successes on the battle roll?
I ask all this because only with activation rolls have we previously had multiple dice to roll, with variance on successes and failures, while with any kind of "combat" roll, we've only had to roll one die, so it's not clear whether these additional dice lead to additional hits, or only granter a higher chance of dealing one hit.
Well observed, GGFreak.
As you mentioned, these different expressions mean the same thing: the player rolls additional dice in search of successes. Standardizing this text is a really good suggestion and I will do this in future updates.
Each die rolled in an attack can generate a hit and each hit is defended separately. This is explained in the section about Defense rolls:
Defense Roll: For each hit suffered, the enemy makes a Defense roll (1d6). Each success absorbs 1 hit, each failure causes 1 wound token.
Fair enough, I was more focused on the Melee and shooting roll sections that defense is sandwiched between, which simply states "Success scores a hit" instead of "each success scores a hit". I assumed it was as you said, but my nitpicky nature is always looking for what could be misinterpreted, and I could see someone mistakenly thinking that no matter how many dice they rolled for a battle or fire roll, it's a collective Success/failure into a single hit, rather than each die having the potential for a hit. It's another case of needing to standardize text into something more similar to the defense section, in the format of "Each success [pos. Result], each failure [neg. Result]."