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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Greetings, all!
I'm planning to start using Mass Combat in my current campaign, which includes many races with special Advantages (and Disadvantages). So, I'm interested in turning those Advantages into Optional Features of the Elements composed of those races. Some I know how to do, some I don't. Here goes: Amhphibious - use Aquatic Warriors. Invisibility (Only In Water, Fringe) - Neutralize C3I and/or Recon, half cost (because it only works in amphibious or naval battles). Extra Arm - ?? Terrain Adaptation and limited Amphibious - Terrain and Marine features. Unfazeable - ?? Doesn't Eat or Drink - increased cost to raise, but reduced Maintenance/logistical cost? Doesn't Sleep - somehow should probably increase movement rate and reduce poblems of No Security mode when stationary. Accessory (Flashlight-equivalent eyes) - Night. Increased Consumption (Water, ×4) - higher Maintenance/Logistical cost away from rivers/lakes? Luck - ?? Daredevil - comparable to Impetuous? Serendipity - ?? Modular Ability - depends on used ability, but can probably add more than one Feature at 1/5 cost, right? Choose which to use before battle/turn begins. Enhanced Move - counts as Cavalry. Vulnerability (Tox, ×3) - ?? Regeneration (Regular) - Some sort of TS-recovery game-mechanic, but no idea how to price/measure it. Regrowth - ditto, should probably use same mechanic. Unliving - Neutralize Fire, Super-Soldier. Hard To Subdue and Delayed Death (1d+1 sec) - roll into the trait above. So, any ideas? Thanks in advance |
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| Tags |
| advantages, disadvantages, mass combat, optional features |
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