9/15/2022 - AI and Reinforcements Update
There are some new Pages in the Dungeon
Hey guys, some people had mentioned some issues with AI not taking into account specific abilities and there being no official definition of what Suppression is/does.
That was a minor oversight on my part and it’s been fixed! Now there is a full front-and-back about the Enemy AI (pages 6-7), and I moved the specifics of what the enemy actions are to reduce the need for flipping back and forth.
Reinforcements also did not seem to be occurring enough to have them affect gameplay, so I tripled the chance that they would occur. Hopefully, this makes keeps things interesting!
Minor Changes
- Updated page citations to be accurate due to the new page changes
- Changed Melee Action Charge distance to 12”
- Added AI changes for Strider/Flying Enemies
- Added AI changes for Fast/Slow Enemies
- Added the ability for enemies to Rush if they are Melee enemies without access to Ranged Weapons
Take care!
Files
Soldiers of Fortune Basic Rules v1.4.pdf 2.4 MB
Sep 15, 2022
Get Soldiers of Fortune: Jet Black Edition
Download NowName your own price
Soldiers of Fortune: Jet Black Edition
A solo campaign for OnePageRules
Status | Released |
Author | Ward Against Evil |
Genre | Role Playing |
Tags | Co-op, Fantasy, Local Co-Op, Sci-fi, Singleplayer, Solo RPG, solo-wargame, Tabletop, wargame, warhammer |
More posts
- 8/21/2023 - Quick UpdateAug 22, 2023
- 8/20/2023 - Jet Black EditionAug 21, 2023
- 10/20/2022 - Contract Generator for macOS and LinuxOct 20, 2022
- 9/21/2022 - Full Release & Generators!Sep 21, 2022
- 9/14/2022 - Toolbox UpdateSep 15, 2022
Comments
Log in with itch.io to leave a comment.
Alertness doesnt seem to do anything anymore
How so? It still adds +0, +1, or +2 to the Reinforcements roll?
the reinforcements section only says "At the beginning of every round after the first roll a 1d6 for Reinforcements. On a result of 4-6, enemy Reinforcements arrive." it doesnt say anything about adding to the roll.
Ah, would be clearer if it read “On a result of 4+, enemy Reinforcements arrive.” ?
The problem is that what to do with alert is missing. so it should be something like "At the beginning of every round after the first roll a d6+Alertness for Reinforcements. On a result of 4+, enemy Reinforcements arrive."
As for my unsolicited suggestion. maybe make it a 5+ but with an additional +1 every 2 or 3 rounds.
Also i found another inconsistency, on Kill Them All says "Reinforcements appear on results of 5-6, instead of 6. " could be changed to something like "add 1 to the Reinforcement roll"
Makes sense, I’ll get those changes put out with the “Automatic Contract Maker” update