September 8, 2010, Wednesday

Golgo Island Twists

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[edit] What is a twist?

The Twist value represents the “Pulp factor” of a figure. It shouldn’t be considered as a proper quality of the figure, but rather as a scenario help. In every pulp story, heroes are helped by a number of oddities and improbable events. A twist’s AV is the figure’s ability to trigger up those events: henchmen taking their feet in the carpet, weapons getting jammed, a single bullet killing two targets, etc - whatever event may help a fortunate Hero in his task. Generally, figures with a weak profile will have a higher Twist value than mighty two-fisted rugged heroes, as scenario writers will have to give them extra help so they can survive ; that is why Twists are selected after creating your Hero’s profile, so as to rise their PV up to the scenario’s requirements A twist costs exactly the same amount of points as a close combat attack. How it works depends on the scenario played: basically, you roll dice either to get a given result or more (as for morale tests demanding a result of 10 or more to succeed, for example), or to beat an enemy’s opposed die roll. Most twists’ effects are cumulative – i.e., for every 10pts you get when rolling the dies, you get a success. So a figure with a 4k4 AV Twist getting 20 or more can benefit from the twist’s effect twice. For each scenario, one or several twists are offered or imposed, depending on the plot.

As an illustration and a reference, here is a list of the twists most commonly used in the scenarios we offer:

[edit] Initiative

Some Heroes have a net of relations, got a map of the place, are extremely cunning, or just plain lucky, which may give them an edge in unexpected combat situations. Initiative is determined using the twist value of each character. Roll for each of them, rank the results and write them down: it will be the order of initiative for all the game.

[edit] Creature Magnet

There is something about some Heroes which makes them more or less likely to be attacked by henchmen and savages beasts - a kind of magnetism, or sometimes just the fact that they look like worthless wimps. For every 5 points scored when rolling their twist, a player gets to activate a creature immediately. The same creature can not be activated more than once per turn. The effect is cumulative, so, for example, if a Character with a 3k2 twist value scores 11, he can activate two creatures immediately

[edit] Traps

Our Heroes are in a dangerous place, and under certain circumstances determined at the beginning of the game (like spending more than half their Movement, or picking up a marker), something bad is likely to happen to them. A player rolling 10 or more on his twist can reserve a 2k2 attack he can use against another player's Hero, under the aforementioned circumstances. Multiples of 10 can be used either to mass on the first attack (making it 3k3 or 4k4), or set a trap to another Hero (making it another reserved 2k2 attack).

[edit] Magic Bullet

It is often when endless hordes of evil henchmen come for them that you take the true measure of Heroes, as they manage to kill three with a single bullet, or knock out five with a single punch - one per finger. For every 5 points scored when rolling their twist, the Hero's next deadly attack this turn kills an extra figure within 3" of the initial target, provided their defense is equal or lower than that of the first killed figure. The effect is cumulative, so a figure rolling a 15, firing its gun and killing a cultist will automatically kill up to three more cultists within 3" of the first one.