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Battlefield Wushu

Note: I haven’t playtested these rules yet so if people want to try them feed back is welcome.

Not all battles involve heros fighting alone against an endless wave of mooks or one on one against nemesis.

These rules aim to fall between the mook rules and the nemesis rules, or between the mook rules and ’s rules.

The basic principle behind these rules is to provide mooks with a little more playability rather than being a set of numbers. The mooks retain their but insted of getting a number of hits they get a small dice pool, probably not much more than 3 or 4 dice to prevent them being too powerful. If heros are involved as well the mook dice pool should probably be about half the heros dice pool.

The mooks could also have one trait of rating 3, 4 for advanced units, maby 5 for elite (though small groups of elite troops would probably be better handled with the rules).

These rules can also include rules for combine units containing mooks along with a hero which can be anything from a captian with 1 chi and a single trait to a full player hero.

when applying damage to the combine unit, the unit owner may apply the damage to the unit or hero as they wish until the amount of damage is sufficient to reduce one to zero chi or .

There are several ways these rules can be used. One is a more dangerous form of mook, but still keeping the massive group concept. They can also be used for singular mook’s (e.g. a dragon or mecha/titans etc). They can also be used by the players either along side their heros or instead of heros.


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Page last modified on August 14, 2008, at 09:05 AM