Operation Nemesis - Quick Preview
Added 2020-03-18 13:00:03 +0000 UTCI couldn't resist telling a few new patrons about this in their welcome messages (I get over-excited), so I thought I'd better tell everyone else.
OK, so a feature of Operation Nemesis is going to be the eponymous "Nemesis" bogey.
This is a bogey who sits in the background of the operation, gradually becoming more powerful as the mission continues, depending on how well your heroes do in each mission. Essentially, for every so many XP you earn (still tweaking how many that is, but working on "about 5" at the moment), the basic Nemesis gets an upgrade from a special list of Nemesis Upgrades. These won't (just) make the Nemesis a more dangerous opponent but might make the Red Force move more decisively or cause them to recover more frequently from being down, or similar things like that.
The plan is that players can choose to "invoke their Nemesis" instead of rolling for a complication OR the Nemesis turns up anyway on a complications table roll of a 12 (this might change). If the players defeat their Nemesis, they get a bunch of extra XP and a new Nemesis starts generating from the end of that mission. If, however, the Nemesis survives, then they lose some XP and the Nemesis gets a bonus upgrade.
As well as being a fun and challenging feature of an operation, I hope the Nemesis will be an excuse to add some adventurous new minis to the game.
There will also be options to include a Nemesis in PvP games, of course.
Comments
I like this, an organic entity within the game, espcially in solo mode, stops the Bogeys becomeing 'stale'. Cracking idea.
Jules Tipper
2020-03-18 19:49:05 +0000 UTCSounds very interesting! I like that kind of focal point. Also, I love the Daventhalas de Mont Hault blurb in the rule book, you nailed his long winded verbose perfectly!
David Moffatt (Ax Anax)
2020-03-18 14:21:57 +0000 UTC