Here's my homeruling ideas for some stuff that was irritating to me during the first campain: Starting equipment - has value similar to equipment in deck Selling equipment - Half price rounded up - Full refund if you return it after one mission Instructions - Enemies in rooms with locked doors (regular doors) if they have no other targets spend their activation to move and interact with a door. Similar to Mission 10. Assault mode - New characters start on the same level - everyone get money after mission - When mission suggests using Trisha/Rahman - can swap them with other Characters Code samples - Can be sold or bought (2$ each, up to 4 per campain + all that was missed) Ship upgrades - Cryopreservation Container - FREE Medkits instead of just storing. - Component Recycler - FREE Repair kits instead of just storing. Since it's a recycler might as well recycle loot with no value for 1-2 intel packs. Thoughts? Suggestions?
We did one with the alert level as it felt a bit too quick. Alert: Reshuffle the assigned AI Card back into the deck if the Enemy Unit is destroyed before activating. We felt this also gave us some choices on unit priority, do we try to slow the alert down from the AI deck thinning? or do we try to thin down enemy units to blunt the impact of their activations? I quite like the ship upgrades one, those ones did feel a bit shitty at a quick glance.
So after a few sessions these are the current modifiers we are playing with: Mission Gameplay AI Cards/Enemy Actions AI Cards I) If an Enemy Unit is wiped out before it has activated. Reshuffle the assigned AI Card back into the AI Deck. Enemy Actions I) Acquire Target, Enemy Unit will move to use its most effective attack, Evil AI rule applies. Campaign Gameplay Speciality Cards I) Taunt: Replace Action Icon with Free Action Icon. II) Black Market: Add: Character immediately gains 2 Intel Packs. Equipment I) Players may part-exchange equipment between missions, paying their Intel Pack Value towards the new item, item must be from same class of equipment (IE, Armour for Armour). Defiance Upgrades/Equipment Procurement I) Players may freely donate Intel Packs to each other. II) Cryopreservation Container provides 2x Medi-Kits. III) Component Recycler provides 2x Repair-Kits. May be exposing my ass because I can't remember if the Intel packs one is actually part of the rules or not. The Black Market one we added because the equipment part exchange drops the value of the second section of the Black Market card in value by quite a bit, so it just helps it out a little. We kinda felt it was a bit shit anyway but I'm not sure yet, we may remove it? What do you guys think?
I'll try your home rules, Blackmarket sure seems a little dull especially as the Hacking device has the potential for damaging his user. I'll add those rules after some initiation game: Defiance Campaign Mission 1 Phase 2 At the start of the phase: each Character can get a temporary specialisation Card Level 1. You can replace that specialisation card at the end of the mission. Motivation: At the beginning you can't truly judge the efficiancy of specialisation until you try it. Some specialisation level 1 helps mitigate the lack of Jazz Hacking in the team. You only start to get the potential of some characters when you add the first Specialisation. Your character is supposed to be a trained soldier, the best of his peers. (It sure lacks until you reach Specialisation 2. Defiance Campaign Mission 2: At the end of the scenario: KEEP Vaaran Zarah as a crew member.
We were thinking of the same with the Sygmaa lady because its kinda surprising she's only in two missions? But I suppose she's meant to be replaced by Trisha.
In my 1.5 campaign I use her to introduce lore during missions like (combined army, shaasvastii, cube,...)
In addition to the Homerules from Flipswitch we added: 1 Bagslot for Escorts. Jaan's Ship passive also works for Allies (Poison for everyone ) As it only works in CC, it already is very restricting, so no need to exclude the Escorts. Not yet tested : Remotes can handle weapons, if you buy them one. (Mainly the idea to use the support weapons, as most characters have better options)
Has anyone experimented with the blind status? It seems absurdly strong at shutting down HVTs like the Charontid.
Yeah it is. Blinded Charontid is nearly harmless. Should be effective against every long-range-enemy. Would be less effective if enemies could remove it.
Just wondering if it should be removed at the end of the enemies next activation, it levels Jazz to the absurd degree because she can just shut the Charontid down.
Had the same experience. Jazz rushes up (or grenade) and boom he became de facto useless. Probably needs a bit of a nerf or chance for the main enemies to remove it (I think for your regular rank and file enemies this is fine).
Can't recall using Blinded that often, even after turning it into Daemon. It needs a bit of investment to use. Sure blinded is op, but Charontid also has a nasty pistol/plasma rifle to fight in 0-1 range. He can still fight, he just needs to get into CC. To make him useless you have to apply Immobilized every turn (which is not that easy sometimes). If you turn blinded state into one turn effect it becomes kinda weak.
That might be a compromise - if anything it may just be down to how absurd Jazz is out of the gate. I'll keep playing around with it and see what's good.
I'd also like to add more to equipment homeruling: - Starting equipment can be given away before mission - Equipment in general can be given away before mission - Two-hand weapons and Armor+helmet take up one bag slot UPD. Oh, I found in demo rules why container upgrades are so expensive, Looks like there were plans for some crafting mechanics. Without it, I'd say these two should either be 2$ each or somehow reworked.
Love these. I will probably use them all. Also really like these. I may implement them too. As a quick fix to this glaring problem I am thinking in making it pretty much same as Jazz's Wallbreaker but for D-Charges. You can change the orange die to another red, and store symbols on it. Still, limited scope since it is just D-Charges, but it makes those charges really scary.