Let's face it: Road Kill has some very
serious issues. It took my most recent re-reading of the rules to
figure out what 'Unwieldy' does. There's no stats for the Assault
Rifle, even though models are armed with it. They said there were
three Scenarios in the book, but there's only two. And let's not even
start on the misspelled words, the repeated sections of text, and
whatever else you can find with a glance. But, at the core, there's
something salvageable there. So, I'm going to fix what I can, make
house-rules that work for me, and even expand the game. Because I'm
awesome like that. Or, I have no life.
For this first part of this series, I'm
going to start with the basic rules I don't like and the gaps that
need to be filled (like Unwieldy and the stats for the assault
rifle).
Let's begin...
I always like to start things off with BANG! Hahaha! |
Pre-measuring:
I don't understand why games don't
allow this. “Your highly trained and disciplined troops, almost ancient beings with centuries of experience,
bio-enhanced to combat monsters from across the stars, etc... Have no
idea how far their weapons reach, and thus, will make you waste an
entire turn by firing at something to watch their rounds drop before
their targets.” This. This right here is what I hear in my head
when games don't allow you to measure before making an attack. Most
people know the rough range for a pistol (10 yards is a good
guideline for the average shooter), and if you use the damn gun,
you'll figure out pretty damn quick what your range is with it.
So, I say we allow you to measure
ranges before a model you have spends any AP.
Initiative:
Let's face it, the initiative system as
presented in the book is, well, kind of dumb. And time consuming. And
doesn't allow for a lot of strategy. If you deal the cards face-up,
your opponent KNOWS you're holding a card, who you're holding it for,
and can probably figure out when you're going to use it. The constant
shuffling takes time and doesn't allow you to hold cards between
turns. It also doesn't feel very dynamic. So, I have a few solutions:
Instead of dealing each card to a
model, each player is dealt an 'initiative hand' with cards total to
the total of models the player controls (plus any additional cards
from Special Abilities). The player then selects what model uses what
card when the card comes up in order, holding cards as normal. When
the turn is over, players discard any remaining cards in their hand,
except for any they are holding, and draw back up to their total
number of models in play. A player may hold only one card between
turns and for no more than two turns in a row.
The initiative deck is drawn from until
there are no more cards to draw. The deck is then shuffled and cards
distributed (if needed).
Alternatively, you can have players
draw five cards from the deck (plus any additional cards from Special
Abilities). The player with the best poker hand activates one of his
models first, then the other player activates a model, and players
alternate activating models until all of the models have been
activated. Then cards are drawn again and the process is repeated.
Seems legit... |
Missing Information:
Unwieldy -
Weapons with this Special Trait -1D to
CC defense and -1D to defense Agility.
Assault Rifle -
Cost: 32
Damage: 8[1]
Special: Burst Fire
ER: 28”
ENC: 2
I figured out the stats for the Assault
Rifle by taking apart Young Clem and the Wandering Brother and found
30-32 points missing. The Special Forces unit provided the range and
damage, which I found matched the stats for the Modern Rifle. So, I
took the stats from the Modern Rifle, took the higher of the point
costs from the units I looked at, and added Burst Fire.
There we go. The most basic fixes for
Road Kill. But don't you worry, I've got plenty more planned. Stay
tuned!
YEEE-HAAAW! |
never heard of roadkill what is it?
ReplyDeleteI wrote a review about in a few months ago, but it's a 28mm scale horror/post-apocalyptic/biker game. It seems fun but the rules are a mess.
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