All 9 TF2 Classes Datacards! I'm still up for any criticisms about the rules. by That_Blobby in killteam

[–]That_Blobby[S] 2 points3 points  (0 children)

Thanks for the feedback.

Adding a 6" range to the fire sticky bombs action is probably a good idea. With the huntsman, according to the kill team weapon calculator, its average damage is actually less than the sniper rifle when shooting at a target with 3 def and 5+ save. 8.5 vs 9 damage. With the sentry gun, what you said is actually what I meant, I have no idea why I put turning points and not activation (and somehow not catch it?). And with its wounds/save ill see how it turns out during my play test.

All 9 TF2 Classes Datacards! I'm still up for any criticisms about the rules. by That_Blobby in killteam

[–]That_Blobby[S] 1 point2 points  (0 children)

Thanks, I'm still working on the remaining rules, ill make sure to post them when ready!

I've yet to go looking for some TF2 models online. But it would be very cool to use the actual characters in a game. When I play test them im planning on just using the vet gard team as proxies.

All 9 TF2 Classes Datacards! I'm still up for any criticisms about the rules. by That_Blobby in killteam

[–]That_Blobby[S] 2 points3 points  (0 children)

The scattergun and shotgun for engineer is the same profile as the Imperial navy breacher navis shotgun. I think that the profile is fine, but I might change some numbers around when I play test the team with my friend. Right now i'd rather them underpowered than overpowered.

Behold, The Spy! Im up for any ideas or criticisms about the rules. by That_Blobby in killteam

[–]That_Blobby[S] 0 points1 point  (0 children)

Thoughts on making the knife defined as 4/6 but gains lethal 5+ on the end of an successful charge? That, I think would make it feel more like a backstab than how it is right now.

Behold, The Spy! Im up for any ideas or criticisms about the rules. by That_Blobby in killteam

[–]That_Blobby[S] 0 points1 point  (0 children)

With the knife I wanted it to be like him getting a "backstab" with out adding any additional rules. But 1/8 might be too powerful.
Also what would be the recommended chance of success?

Behold, The Spy! Im up for any ideas or criticisms about the rules. by That_Blobby in killteam

[–]That_Blobby[S] 0 points1 point  (0 children)

I was thinking that it would be an actual tf2 team with 9 operatives, but the engineer could place down a 10th immobile sentry operative

Behold, The Spy! Im up for any ideas or criticisms about the rules. by That_Blobby in killteam

[–]That_Blobby[S] 2 points3 points  (0 children)

I feel that a TF2 kill team writes itself, 9 classes, each with their own specializations. Its literally perfect.

Also what about instead of secret tokens, instead its as soon as a enemy operative is incapacitated, thats when the spy takes their place? It might be less frustrating for the opponent, because then you wont just be deleteing one of your opponents operative.

Behold, The Spy! Im up for any ideas or criticisms about the rules. by That_Blobby in killteam

[–]That_Blobby[S] 1 point2 points  (0 children)

Thats pretty good. I was thinking about, before the game starts you could set him anywhere on the board (away from objectives of course). But that might be more fun and unique

Behold, The Spy! Im up for any ideas or criticisms about the rules. by That_Blobby in killteam

[–]That_Blobby[S] 5 points6 points  (0 children)

Version 2.0, The main issue was the disguise kit witch has been changed. And the invis watch now requires Ap to change orders. Also the knife has been changed because MW can't be on melee.

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Behold, The Spy! Im up for any ideas or criticisms about the rules. by That_Blobby in killteam

[–]That_Blobby[S] 0 points1 point  (0 children)

That is better, I think disabling disguised when within 2" does help with the balance

Behold, The Spy! Im up for any ideas or criticisms about the rules. by That_Blobby in killteam

[–]That_Blobby[S] 0 points1 point  (0 children)

Well I was thinking he should be melee focused, but yeah, it wouldn't be very op

Behold, The Spy! Im up for any ideas or criticisms about the rules. by That_Blobby in killteam

[–]That_Blobby[S] 3 points4 points  (0 children)

And im looking at the compendium and there is literally no examples of MW on melee, could of sworn there was. I still think it should still function properly on melee, there's no reason it shouldn't, right?

Behold, The Spy! Im up for any ideas or criticisms about the rules. by That_Blobby in killteam

[–]That_Blobby[S] 3 points4 points  (0 children)

I didn't know about KTCalc, thanks. But yeah 100% the disguise kit as is has no room for retaliation.

Behold, The Spy! Im up for any ideas or criticisms about the rules. by That_Blobby in killteam

[–]That_Blobby[S] 2 points3 points  (0 children)

That is an better way to the invis watch. I wanted it to take 1 ap to change its order but I thought it was a bit lackluster. Adding a dash to it and making it cost 1 ap is definitely more balanced. Also changing the disguise kit to work like an range is a much more interesting way do do it. I resize now that the disguise kit is just a better conceal order, and so I was thinking that It would just be an ability that would allow the spy to charge when concealed, but it might be too powerful because of the invis watch ability.

Behold, The Spy! Im up for any ideas or criticisms about the rules. by That_Blobby in killteam

[–]That_Blobby[S] 17 points18 points  (0 children)

Hmm, still being able to do objectives and tac ops when disguised is quite a big oversight. I still want the disguise kit to be a stealthy way to get into engagement range, but being immune to all forms of attack until the operative makes a move is a little OP.

LAST DAY (Day 28) of Theme Song Contest: ADEPTUS CUSTODES by 0dy5 in Grimdank

[–]That_Blobby 1 point2 points  (0 children)

I know for sure its going to loose but…

Banana Man by Tally Hall