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 machines
Striders 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 world
Riders 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.
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Doomed is great, played 4 games the other day, lovely system. Could use some magic/psionics tho!
ReplyDeleteI use other traits to stand in for psionics. Manipulate can move enemy models, like telekinesis or mind control. Create a weapon called "Force push" and give it the Force weapon tag to throw enemies on a hit etc
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