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Hello Ellie, do you have a system for randomly generating a dungeon map (similar to what's done in WarhammerQuest with cards or ConfrontationQuest with dice, in case you've ever heard of ConfrontationQuest - although it's unfortunately no longer available on the internet)? I thought I might find something about it in the special rules for dungeons, but maybe I just overlooked it. Cheers!

That's a cool idea, but I haven't really implemented something like this for BELLONA yet. I've tinkered with some ideas, but haven't settled on a form that works best yet. I think adapting something from the D&D board games like Ravenloft or Ashardalon would work. I've used their tiles in my own dungeon delves, and they're meant to be drawn randomly, even if I've just used them to create an interesting dungeon to battle in. Other than that, if you're using 1 inch graph paper, you could probably borrow the generation system from Four Against Darkness to generate random dungeons. For sci-fi, I actually took my set of space hulk tiles and numbered them, then rolled dice to build a random dungeon. If / when I make my own system for random dungeon generation, I think I'll take inspiration from IGG's Beneath The City Unsleeping which has an amazing die roll to deploy monsters mechanic that I absolutely love.
Thank you for the feedback!

Thank you. There are many suggestions in there that I will follow up on.

I just took a quick look at the complete rules and they look good. I hope to be able to sit down and play them soon, I particularly want to try the solo rules. I see you mention that a scifi dungeon crawler mode is in the making, looking forward to that too!

Thank you! I'm planning a big content release for Monday. It'll all be expansion material for the dungeon crawling, but I'm in the process of playtesting a sci-fi skirmish campaign mod for the game as well. Sci-fi is still probably a few weeks away. The built in solo campaign rules from the core document are pretty solid for running any genre, including sci-fi, but I'm having fun making these tailored, more specific campaigns.

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Hello! Just thought I should point out that, rules as written, the 'Nullifying' modifier reduces any model to 1 health and opens them up for an easy one-turn kill, because under the rules 'Tough' is a modifier that gets stripped! I doubt this is intended, but I could be wrong.

Thank you for the feedback! It's intentionally written that way, which is why it costs an attack to perform the Nullification move, and why Nullification can be done only within the Nullifying unit's range. So, for example, a unit with only the Nullifying Modifier (2pts) would have to close to within 1 inch with a single enemy unit first and give up its attack in order to use its Nullifying Modifier. In larger point battles, you could have units with Ranged x3 + Nullifying + Acrobatic that could be devastating, but they would still only be able to affect one unit per turn, and only by giving up their attack. The enemy could just make that 6+ point unit a priority to destroy as a strategy. 

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Interesting! So it's sort of a hard counter to super expensive models.