September 8, 2010, Wednesday

Portal:Golgo Island Profile Creation

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Once you have taken a look at the WarEngine core rules, and got how the Troop builder work, you can start thinking of the countless Characters you can create to enrich your Golgo Island experience.

To help you in that process, we offer some detailed notes on how we created a few profiles for our games. First, the one for a character we all know and love: Arizona Roberts. Then we'll use Zombie troopers as an example of rank and files troops


Contents

[edit] Arizona Roberts, Archaeologist

Arizona Roberts is a world renowned archaeologist, and his amazing stories are known all around the world. He is a well built man, with no specific martial training – but he is a Hero, which places him high above the average never-do-wells hired by the everyday mad villains bent on world domination. He generally carries a whip and a revolver – though he is known to be rather unlucky with firearms.


[edit] Personnal profile

To create Arizona Roberts profile, we’ll begin by his personal profile: Type, Movement, Defense, Mental, and Control Radius.

Type: as a Hero, Arizona Roberts must be a Character, which allows him to be activated independently, join units of henchmen, take more attacks and spend more points on Tweaks than a Troop figure.

Movement: Most humans move by 9”, and there is no reason why he should be an exception.

Defense: the average Hero who isn’t wearing any protection of any kind should pick a 2k2 value. There we go.

Mental: Once again, Arizona should pick the average heroic value, which would be 3k3.

Control Radius: unless there is a particular scenario, there is no reason why the Archaeologist should be a Troop leader. We therefore picked the value 0”.

We can also pick one or several Personal tweaks to reflect his character and how he will play. We felt that a striking feature of Arizona’s is his very changing luck – fortune can be his friend or play the dirtiest tricks on him. Fickle Finger of Fate therefore seemed adequate.

If we total up the point values of all these stats, we have 27pts. Now we must buy him attacks.


[edit] Attacks

Boxing A close combat attack is compulsory. Arizona isn’t known for being an exceptional brawler; at least, it isn't a striking feature of his – we will therefore give him the lowest Attack Value, which is 1k1. 4pts.

Whip Most of the time, though, if he needs to fight someone up close, he’ll use his whip, a weapon he is quite familiar with. The AV for the whip will therefore be the average Heroic Attack Value of 2k2. It has a long range for a close combat weapon, so we’ll give it the weapon tweak very long, so it can reach a figure 3” away from him. It is a rather unwieldy weapon to use, though. We will also give it the slow reload weapon flaw so Arizona can only use it every other turn. If we wanted to make Arizona an extremely skilled whip user (like, say, a shaolin monk with sadistic tendencies), we wouldn’t give the weapon that flaw – but it seemed fair enough to pick it so he can use his whip every other turn, and fight with his bare hands the rest of the time. 11pts.

Revolver Now, his ranged attack. The standard range for a revolver would be 12” – if he was a very sharpshooter, it could be 18”, but once again, there’s no reason why we should extend it. We'll also pick the standard Heroic AV for the gun, 2k2. Arizona isn’t very fond of guns, and because of bad luck or his own carelessness, he regularly has problems with them. Several solutions can reflect that, the most obvious being: not picking the weapon attack at all (which is a bit extreme, but may suit some scenarios), the one shot weapon flaw (same comment applies), or the fragile flaw. We’ll decide to pick that one, as it adds some uncertainty to the game and would work with any scenario. 14pts

Twist and final adjustements It’s time to total up the figure’s profile, and his 3 attacks: 56pts. We will have no problem playing him, as he is a inexpensive Hero, as he is.

We want to play him in a game in which all units are required to be worth, or must average, 70pts. We have 14pts left. It would be proper if Arizona spent a few of them in Twist points, as he is known for managing to get out of the direst situations, and his flair as an archaeologist occasionally serves him a lot. We decided to give him a 3k2 Twist value (10pts), and a Hero Point (4pts we'll add to his personal profile), which might help when things get real tough.

So in the end, his chart would be as follows:

Qty PP Description T Mv Df Mn CR
1 31 Arizona Roberts C 9" 2k2 3k3 -
Fickle finger of fate, 1 HP
WP Weapon R AV AE AET
4 boxing - 1k1 - -
11 Whip 9" 2k2 - -
very long, slow reload
14 Revolver 12" 2k2 - -
fragile
10 Twist - 3k2 - -
70 Total Points

As you see, there are lots of personal choices, and things that can be discussed – everyone have their own idea of what Arizona Roberts should be and play like. But now, you should know how to tailor him to your own likings.



[edit] Zombie Troopers

A couple of decades ago, General Felix Delguano made a failed attempt at establishing a military government in Golgoville. Druglord Tommy Fontana united the local mafias and repelled Delguanos troops in the Deep Jungle where they were all slaughtered. The Fontana famiglia should know that some grudges are born beyond the graves...


[edit] Personal profile

We’re going to proceed with an example of rank and file figures, those that helplessly die by the dozen when they face your white teethed heroes – but can still be pretty annoying at times. We chose zombie troopers, as they are a combination of 2 ready-made profiles you can find in the dedicated section of the wiki. As in the previous example, we’ll begin by the personal profile: Type, Movement, Defense, Mental, and Control Radius.

Type: those will obviously be Troops. They offer less customisation possibilities than Characters, but we don’t want too much detail on never do wells – in Golgo Island, games are focused on the Heroes. On the other hand, Troops must be taken in units of several figures, therefore allowing massed attacks – which can be quite helpful when a Hero joins the unit.

Movement: We want our zombies to be slower that humans. 6” seems alright for rotting corpses.

Defense: Because they’re dead and care less for wounds than the average mobster, we gave them a 2k1 defence instead of the usual 1k1.

Mental: Once again, dead soldiers don’t care much about gunshots and are less likely to panic than their live counterparts. But they are still likely to get pretty useless as a rotten brained corpse doesn’t take many initiatives on his own. We decided to go for 3k3 Mn, which is exceptional for Troops.

Control Radius: They’re troops, they’re dead, they’re 0”.

What will give them the final undead trooper touch is the tweaks we’ll apply to this profile. We can’t give them Bestial, as we would to regular zombies, as those will carry firearms and we want them to behave like military troops. Sort of. As with most Henchmen, we’ll give them the flaws trigger happy and poorly trained. The zombie touch will be the coup counter flaw – if they ever defeat an opponent in close combat, they will have to stay in base to base contact with them and eat their brains for the rest of the turn. That global profile is worth 2pts; on to the attacks, now.

[edit] Attacks

Undead Boxing As you would expect, we’ll pick the lowest value for the compulsory hand to hand attack: 1k1. 4pts.

Assault Rifle The figures we have a mind to use carry assault rifles. The standard range for those would be 24” – but we have the intuition (which may be wrong, huh?) that being dead doesn’t serve accuracy at long ranges. So we brought it down to 18” and gave the weapon the standard 1k1 Attack Value, which makes the attack worth 18pts.

Twist ? No - Troops do not take Twist attacks. Nobody will remember the name of the second rate actor in the rubber zombie mask, so they don't need our help.


So let’s total things up: 24pts per zombie trooper. If we take three, our unit is worth 72pts – two points too many for the targeted unit Point Value. It doesn’t matter much, as we will spend less points on our other units to counterbalance this, and have the right amount of points for the game. We’ll pick 2 units of those zombie troopers, and will even give one a corporal (i.e., a trooper with a Control Radius of 4", for 2pts more). 72x2+2=146pts - we’ll spend 64 points instead of 70 on the undead Hero that will lead them to battle – that will leave him less points to spend on Twist, which will actually serve our story telling. Good, honest Heroes should have an edge over the grumpy undead Sarge who is vile enough to ambush them with his stinking zombie troops, shouldn't they?

So in the end, the chart would be as follows:

Qty PP Description T Mv Df Mn CR
3 2 Zombie Trooper T 6" 2k1 3k3 -
Coup counter, Trigger Happy, Poorly trained
WP Weapon R AV AE AET
4 undead boxing - 1k1 - -
18 Assault rifle 18" 1k1 - -
72 Total Points

As you see, there are lots of personal choices, and things that can be discussed – everyone have their own idea of what Arizona Roberts should be and play like. But now, you should know how to tailor him to your own likings.


[edit] Generic Attack profiles

To help you generate your own profiles, here are two basic personal profiles as well as the most common attack profiles we use to create ours. Consider them as very general guidelines, feel free to use them as they are, confront them to the official Golgo Island figure profiles for more ideas, or adapt them to your own likings. Those attacks usually have two levels: a Never Do Well one (for Creatures or Henchmen), and a Hero one.

[edit] Personnal profile

Qty PP Description T Mv Df Mn CR
3 1 Average NDW T 9" 1k1 2k2 -
Trigger Happy, Poorly trained
1 26 Average HERO C 9" 2k2 3k3 -
WP Weapon R AV AE AET
4 NDW boxing - 1k1 - -
8 HERO boxing - 2k2 - -
6 NDW armed combat - 2k1 - -
10 HERO armed combat - 3k2 - -
14 NDW handgun 12" 1k1 - -
18 HERO handgun 12" 2k2 - -
16 NDW shotgun 12" 2k1 - -
20 HERO shotgun 12" 3k2 - -
18 NDW SMG/tommygun 18" 1k1 - -
27 HERO SMG 18" 2k2 - -
Multiprofile: Full Auto 12" 1k1 2x Bu
23 HERO tommygun 18" 2k2 - -
Fragile, Multiprofile: Full Auto 12" 1k1 2x Bu
16 NDW bolt action rifle 24" 1k1 - -
slow reload
20 HERO bolt action rifle 24" 2k2 - -
slow reload
22 NDW assault rifle 24" 1k1 - -
26 HERO assault rifle 24" 2k2 - -
32 HERO assault rifle mkII 24" 2k2 - -
Multiprofile: Full Auto 18" 1k1 2x Bu