FYI, CB didn't communicate too much outside of their ks, but they did release the Megabeasts Mission Set. https://infinitytheuniverse.com/resources/infinity Unfortunately the safari will be without suspense, the megabeast does not move lol. And as in the defiance campaign booklet, there are still pieces of text in English-Spanish, they work too much and do not re-read their documents... While waiting for the N4 update of the mission set, here is a fanmade adaptation by Uthoroc: https://forum.corvusbelli.com/threads/megalodron-n4-profil.38225/page-2#post-445234
Yes. It decreases the damage of BS attacks against it. For example, a DAM 13 rifle attack drops to DAM 10 if the Megabeast has Ballistics Resistance (-3).
These missions are.... not good, to say the least. Might as well take a random ITS mission, slap a megabeast in the middle of it and call it extra content.
Well, it's Decapitation where classifieds and the opponent LT is replaced with hurt-and-kill-the-Big'un
As expected, it's slapped together with even less editing effort than the Defiance booklets and that's saying a lot :D
Are the megabeast event cards available somewhere (without having to try to read them from inside the simulator)? When I looked through the ITS missions (which I think would be fair to demote to 'proposed' since they're for stuff that we won't actually have for a year, and they have the language copy-editing issues...), I assumed that's really what would be missing.
I hope they tweak the Megabeast Profiles to include Vulnerability (CC Attack) because all the fancy CC weapons on the Hunters do nothing right now.
This with that fucking dragon beast deletes like half your deployment zone. Would you like to take four heavy flamer hits anytime you come within 8"? Sounds like my idea of a good time!
I suggested in our discord group we'd replace one of the missions with this mission in a tournament, but since we only had one Megabeast miniature available we'd use that one - that massive CA hunk-a-junk of a TAG. People didn't think it was a good idea for some reason...
I kinda like these, except that one mission with 3 megabeasts, But I would add a simple AI to the monsters. Something like this: After both players take their active turn, the megabeast takes TWO orders following the structure below: - If there's a model in LOF and Within ZOC, move into base contact with that model and perform a CC attack; - If there's a model in LOF but not ZOC, attack that model with it's ranged weapon; - If the model is out of range for the ranged weapon, move 6 inches towards the model and attack with ranged weapon. - If no models are in range or LOF, roll a die, on an even roll, move 10 inches towards player A's deployment zone, on an uneven roll, move ten inches towards player B's That would both give the megabeast more presence and make it harder to actually kill it. But it would definetely NOT make a balanced game. Which I really don't mind in this specific case.
Or even just having it move after each player's turn. Either towards the closest model in LoF, or at random if it sees nothing. It can be quite a presence even just in ARO..
Custom Mission: Beast Interrupt Mission is Frontline, with the following optional: - Mega Beast Rampage: After both players are deployed (but before the reserve model is deployed), roll even/odds to define which side of the table a MegaBeast will enter. Place the Megabeast as close as possible to the middle of the table on the edge of the side defined. - Megabeast profile as indicated. - Megabeast takes ARO´s from the following list: BS Attach, CC Attack, chosen by the reactive player at all times. - After each player´s turn, place a scatter template (yes, need to dig this from N3) and roll a d20 to determine Megabeast Movement. Beast Moves + Shoots twice if targets are available, if not, Moves + Idle. BS Attack is always declared to the closest available trooper. - If movement would take the Megabeast out of the table, remove it from play. Yes, the megabeast cannot dodge. This is intentional. Can be a nuance and nothing really entering and exiting on the same turn, and having basically only 2 ARO turns, or can be a royal pain to handle moving into the middle of the table. Objetive Points, optional. Player that kills the Megabeast gets 4 OP, up to a maximum of 10, in additional of normal Frontline OPs.
Custom Mission - Welcome to the Jungle Mission is Biotechvore. Before deployment, players alternate placing megabeasts until each player has placed places one of each megabeast on the table wherever they like between the two deployment zones. Reactive player controls each beast's ARO. If a beast DODGEs, and the dodge is unopposed, the dodge automatically succeeds (this saves some dice rolls) No balance issues at all, would be totally dope