"Ever Gamed A Semi Invisible Alien Foe In 15mm?" Topic
7 Posts
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Cacique Caribe | 27 Nov 2013 4:57 p.m. PST |
If so: 1) What did you use to represent the creatures? Clear Plastic flight bases? Something else? 2) What rules did you use to make detection difficult? It's not for anything I can make or game at the moment, but I've been doing nothing but watch tv for a while and just watched "The Darkest Hour", about energy creatures that rarely become visible. Watch movie trailer here: link Here are some pics:
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link link Thanks, Dan PS. Predator and other themes may have similar obstacles. |
Sargonarhes | 27 Nov 2013 5:10 p.m. PST |
And I thought this was for the Predator. What I've read others have done was a random spot check, they'd roll to see if they could see or detect the invisible foe. Can't remember what they were rolling against. Possible the same rules for fighting in the dark. |
Mako11 | 27 Nov 2013 5:20 p.m. PST |
Nope, but thought about it. You can use a gridded mat, like one guy showed us on his jungle table, a while back, here on TMP, to track the movement of the invisible foes. No figs required. Same works for ninjas too. No, or a very low chance of detection of the invisible foes, unless they move, or attack. Bonuses to detect, if they do the latter, but still hard to see. Detection percentages are based upon the range to the target, and direction the searchers are looking – all being rather low, as you would expect, unless they are up close and personel, and directly in front of their opponents, or unless the invisible foes decide to reveal themselves briefly. D10s, or D20s used to roll for detections, rolling low for success (of course, you could roll high instead, if you prefer). |
leidang | 27 Nov 2013 5:21 p.m. PST |
I did a 28mm game with cloaked grey aliens. Every grey alien figure had one real figure and 2 blank bases. If the Grey's were cloaked they moved the 2 blinds of which one represented the real alien. If they attacked or did some other action like opening a door they became visible for that turn and had to reset the dummy blinds to their new location. The MIB players could hit them with a de-cloaking ray to disable their cloak as well. Seemed to work pretty well. You could also give some sort of roll to see if they saw something out of the corner of their eye. |
KJdidit | 27 Nov 2013 5:56 p.m. PST |
I'm using a simple method in the rules I'm working on at the moment. A model with cloaking/invisibility is rated for a particular die type (d6, d8, and so on – one could also use multiples of the same die type – 2d6, 3d6, etc.). When targeted by an enemy model, it rolls its die/dice; if the distance from firer to target is greater than the die roll, the target can't be seen, negating the attack. The model is still counted as having made the attack, though (gee, sarge, thot I saw sumpin'
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Lion in the Stars | 27 Nov 2013 10:06 p.m. PST |
I like the way Infinity handles it: you generally cannot attack a cloaked model, you need to detect ("discover" in game terms) it first. As long as the model is only moving, it will remain as an un-attackable marker. If it makes an attack or does something to make it roll dice (say, climbing or jumping), it becomes revealed and can be attacked at a severe penalty. However, if it spends one order completely out of sight of all the opponent's models on the table, it can re-cloak. At the start of the game, the model can be placed in 'hidden deployment', where there's not even a marker on the table. But as soon as it moves, you must place a marker. If you have some kind of template weapon like a flamethrower, you can intuitively attack the marker, but otherwise, gotta discover it first. Worse yet, during the marker's active turn, it gets to attack FIRST when it attacks from marker status. |
Cacique Caribe | 30 Nov 2013 4:31 a.m. PST |
Mako11: "Detection percentages are based upon the range to the target, and direction the searchers are looking " I like that! But would that be decided by a third party? Dan |
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