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Board Game:
Title:
Language:
English
Uploaded By:
Luke
United States
Danvers
Massachusetts
License: © All rights reserved
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Files
Mar 7, 2012
Char Sheet - SPY.docx (34 KB) (Log in or Register to download.)
Character sheet for SPY Class, all other Class Sheets are also available for download.
Downloads:82
Mar 7, 2012
Char Sheet - MEDIC.docx (33 KB) (Log in or Register to download.)
Character Sheet for the MEDIC Class, all other Class Sheets are also available for download.
Downloads:39
Mar 7, 2012
Char Sheet - COMMANDER.docx (35 KB) (Log in or Register to download.)
Character Sheet for the COMMANDER Class, all other Class Sheets are also available for download.
Downloads:38
Mar 7, 2012
Char Sheet - SOLDIER.docx (34 KB) (Log in or Register to download.)
Character Sheet for the SOLDIER Class, all other Class Sheets are also available for download.
Downloads:56
Dec 30, 2011
ATZ Variant - Character Sheets .pdf (343 KB) (Log in or Register to download.)
Note that this is the first sheet that I came up with which more closely resembles the existing atz sheets.These character sheets can be used with the "Lukes ATZ Variant" custom classes. The existing ATZ chits for weapons and items should fit on the sheet.
Downloads:176
Post Comment
Luke
United States
Danvers
Massachusetts
34 downloads and only 1 thumbs up.

Any feedback from anyone? I will be removing the quirks line and possibly the XP line since I've decided to scrap the XP from enemies and switch it solely to mission objectives being completed.
I'm still working to refine the weapon cards, I can't create good images of tiny items so I was thinking about doing away with the little tokens and just using cards about the size of an index card, thoughts and feedback? Once I get some feedback I will work on version 1.1 of the character cards.
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  • Edited Wed Jan 18, 2012 3:42 pm
  • Posted Tue Jan 17, 2012 10:08 pm
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Luke
United States
Danvers
Massachusetts
4 Character Sheets have been sent for uploading, 1 sheet for each individual class. These are "Starter Sheets", I've done away with the token boxes and added some basic rules references at the bottom of the 1st page.

Also the last page or two contains the abilities that are specific to that one class, so you wont have to look through 12 different books to see what you're eligible for.

I've got 4 story lines now in progress, from 4 different writers so things are going fairly well in my opinion. Feedback would be greatly appreciated.

I'm sure a number of these abilities for the classes will seem to be over-powered however the enemies that will be going along with them should balance things out nicely, enemies like the Cyclops Tank surprise

Cyclops Tank (REP 5). (SPEED 5). (HEALTH 10). (RANGE 5). (FIRE DICE 5d6)(FIRING TABLE Heavy). (Effect: Move up to 5 spaces along the shortest route and ignoring cover until within firing range of the player with the most Health or any player in a Vehicle, then make a Ranged Attack. (SPECIAL EFFECT Tank Shell: If a character takes damage from the tanks attack, all adjacent characters take 1/2 damage rounded up.)

OR the Combat Unicorn cry

Combat Unicorns (REP 3). (SPEED 4). (HEALTH 3). (RANGE 0). (MELEE DICE 3d6). (Effect: Move up to 4 spaces along the shortest route until adjacent to the nearest Soldier or player with the highest Rep, then make a melee attack). (SPECIAL EFFECT: Charge Attack: If the Combat Unicorn moves their full speed and is succesful on all Melee Dice deal an additional 1 damage.)

AND don't forget the dreaded ACID MUD...shake
Acid Mud: Any player on an exterior space reduces their speed by 1, any player ending their turn on an exterior space also reduces their Rep by 1. This effect remains in play until the end of the mission.

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  • Posted Thu Mar 8, 2012 3:59 am
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Chris Toltesi
Canada
Calgary
Alberta
Calgary Wargamer!
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So many games...so little time!
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Thanks!
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  • Posted Sun Mar 11, 2012 5:51 am
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Luke
United States
Danvers
Massachusetts
You're welcome, any feedback is appreciated so I can make revisions.

I've been toying around with the following ideas...

Inventory Slots: Players get a set number of inventory slots for their backpack, this would allow for more item carrying than the traditional ATZ rules of 1 weapon, 1 device. This would likely replace the "Player Notes" section is.

Also I realize that the character sheets dont have that specific characters skill already input so the players will have to write it in. I'm going to leave it as is for the time being unless you guys want it otherwise.

Weapon Sheet: I'd add this on to each file and it may actually include the "Inventory Slots" page. The Weapon Sheet would have the current ammo, max ammo, range, fire dice, base cost, condition rating and any special effects. Currently I'm tracking my weapons on an Index Card but that can get sloppy from time to time.
 
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  • Posted Sun Mar 11, 2012 5:10 pm
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Chuck Meeks
United States
Bellevue
Nebraska
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Okay. Maybe I am not following it correctly, but on your weapon hit chart are you saying that rifles and SMGs are basically the same? And the note at the end of rifles makes it harder to hit something with the add +1 to range? It doesn't read correctly to me. SMGs should be much more powerful at short ranges and weaker at far ranges, while rifles should be much better at long ranges. Also rifles, while being mainly for longer shots, should be easier to hit with at short ranges. Closer means easier to aim at.

I could just be reading it wrong but it was confusing and non-intuitive to me. My military experience with weapons was kicking in and I just couldn't make sense of the table. Nice work though!
 
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  • Posted Sat Jun 2, 2012 7:21 am
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Mick Lee


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Hi Luke,

I greatly appreciate the additional rules and I am especially looking forward to your campaign. I have some questions:

Are you going to upload counters for all the weapons and stuff? It would be fantastic ( and also a lot of work...)
When do you think your campaign is going to be finished?

I like this game really very much and currently I am also adding additional features and rules (especially for more weapons and hazardous situations that make the game even more unpredictable. I like your fire rules a lot, btw!!)

Hope you keep up the good work! Thumbs up for you!

Greetz,

Michael
 
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  • Posted Sat Jun 2, 2012 7:55 am
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