Remember when I said something cool was coming?
That’s right, Mythic Bastionland is coming to Kickstarter on 7th November 2023, with Alec Sorensen reprising his incredible artwork seen in Electric Bastionland.
A full preview document filled with this new art will be released in the coming weeks. Until then you can follow the Kickstarter here to make sure you get on board early.
This Week’s post rolls out some new options for The Doomed.
Want to use power-walkers or Mech-like units in The Doomed?
How about some cavalry or bikers?
I've got you covered with Striders & Riders.
DISCLAIMER
These rules are completely untested and likely broken.STRIDERS
Great striding machinesStriders can be taken by any Faction and must be assigned to a Pilot, who can be any member of the Warband. When buying equipment, equip it to either the Pilot or the Strider.
Pilot and Strider act as if they were a single unit, receiving 3 actions as normal.
Use the Pilot’s QL and Skills for attacks. Attacks can only use weapons equipped to the Strider.
Use the Strider’s QL and Skills for all other actions.
When inside the Strider the maximum actions for Shooting and Fighting apply to each individual weapon, so a Strider with 3 ranged weapons could Shoot with each of them once per turn, using 3 Actions.
When the unit would be Killed the Pilot ejects safely. The Strider is disabled and now the Pilot can only use their own equipment.
STRIDER CLASSES
Mountain-Class (3+ Tough) [6pts]
Toughened Hull: Ignore any Shock rolls you wish.
Shield (+1 to Saves when Readied)Raptor-Class (3+ Nimble) [5pts]
Shield (+1 to Saves when Readied)Factory Class (3+) [4pts]
Tool-Claw (M1x3)RIDERS
The cavalry of the doomed worldRiders can be taken by any Faction.
Every Rider must have a Mount. They are treated as one unit for all purposes, but each action is assigned to either the rider or mount, each with their own limit for specific actions. The combined unit of Rider and Mount still receive 3 Actions per turn as normal.
So a turn could look like this:
Action 1: The Rider uses Move and the combined unit moves.
Action 2: The Mount uses Move and the combined unit moves without needing to roll, as this is the Mount’s first move.
Action 3: The Mount uses Move, this time requiring a roll using their QL and Skills.
When they take Damage the player decides whether to Save as the Rider or Mount.
The first time the unit would be Wounded the Rider is instead Dismounted and the Mount is removed from the battle. The Rider suffers Shock but ignores any results that would have them die on this roll.
Use common sense when determining which terrain a rider can move through or over, but err on the side of generosity with a creative explanation.
MOUNTS
Steed (Tough 5+) [2pts]
Cannot carry equipment
Ram: Move into contact with an enemy and cause 1 Damage to them.Beast (Fierce 4+) [5pts]
Cannot carry equipment
Ram: Move into contact with an enemy and cause 1 Damage to them.
Claws (M3x1)Machine (Nimble 5+) [3pts]
Can be fitted with Ranged Weapons.
Ram: Move into contact with an enemy and cause 1 Damage to them.
Elsewhere
Doomsong looks like a really exciting take on fantasy-horror, with a cool lifepath system and some interesting mechanical bits. Go and check it out.
FIST is a paranormal mercenary game, currently running a Kickstarter, and you can just go and check out the whole game for free while the campaign is running. Lots to like in here.
Liche’s Libram has a handy one page cheat sheet for improvising NPCs.
Coming Soon
Over on Patreon I lamented not having an especially good post in me this week so… expect that in full on the blog next week I guess!
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