Daysman G (on the FFG forum) has reported that Ravage Magazine’s mascot Sgt. Killgore is “staring” in a Tannhauser solo scenario featured in the latest issue of their publication.
Sgt. Killgore will apparently appear as a miniature figure, the “green” is in progress. However, it’s not clear how or if this figure will be made available.
Read a lot more after the jump…
One thing to keep in mind is that the Tannhauser Revised Rules have not been released in France, so this may not be of much use here in the states, but it might be fun nonetheless.
Ravage Magazine is only available in France so I’ll update this story when I get more info.
Update: I have some more fuzzy details, that there are apparently plans to release the figure with Tannhauser accoutrements in two months or so. Currently he is featured in a scenario as an NPC, this is printed in Ravage Magazine 66. Hopefully I get some more details, maybe even an image of the magazine.
Plageman, who thankfully is in France has been kind enough to provide a translated summary of the Ravage article:
The article proposes a way to play a solo game of Tannhauser. It is based on a Deathmatch Mode and is referred as Training Mode.
To do so the player controls a Rookie, team and he is opposed by the Adversary team. In addition to the adversary there is special NPC, Killian “Killgore” Gore.
The author also introduces multiple rules to compensate for the fact the player may be inclined to favor his own side.
Killian ‘Killgore” Gore, the Ghost Shadow
Killgore is more an AI than a regular character. He works for the Adversary but he never participates in a combat, nor does he make a Counterattack. Instead his role is to open Crates and give the Equipment he finds to those who may need it in the Adversary team.
To do so he has a Ghost Shadow Vest who allows him to teleport next to any Adversary character and freely give him Equipment; the author only covers two types: Grenades and First Aid Kits items.
Killgore characteristics are the following: Combat 5, Stamina 5, Mental 6 and Movement 10. He has 4 Wound Levels as any Hero, but his Values never changes. In addition when being declared the Target of an Attack, the Rookie suffers a –5 dice penalty to his Combat Pool.
Destiny Dices (DD) are completely new mechanic for the game. The author gives a full description of all four of them but since they don’t exist, you’ll simply use regular 6-sided dice.
There are 4 types of DD:
Red Compass DD
Blue Compass DD
Final Assault DD
The Fist DD has 3 Closed Fist faces (1-2-3) and 3 Thumbs Up (4-5-6) faces. It is used as a head-or-tail mechanic.
The Red Compass DD has three different faces: West (1-2), North (3-4) and East (5-6)
The Blue Compass DD has two different face types: West (1-2-3) and East (4-5-6)
To use the Compass DD, the author gives the following rules:
East: go right
West: go left
North: move straight forward
The Final DD has three face types: Skull (1-2), Min (3-4) and Max (5-6).
It is used when an Adversary dies with the following results:
Skull: the adversary character is simply removed from the board.
Min: the adversary makes an attack utilizing his Min Values against the Rookie Max Values.
Max: the adversary makes an attack utilizing his Max Values against the Rookie Max Values.
The author however doesn’t explain if it also impacts the Shock Roll or only the Attack Roll.
The Pack Selection is made using the Red or Blue Compass DD. For Heroes roll a Red Compass DD (E: Combat; N: Stamina; W: Command) and Troops a Blue DD (E: Combat; W: Stamina). (I’d assume if you have the Trooper expansions that include the Trooper Command Packs, you’d simply use the Red Compass die.)
Adversary character activation is randomly made by drawing a spare Equipment Token.
An Adversary Character always moves toward the nearest Rookie Character. He attacks as soon as in range and use the remaining Movement points to move away if still alive.
If he cannot move enough to make an attack he keeps at least one Path between him and the nearest Rookie Character.
If an Adversary Character is wounded but still alive, roll a Fist DD. On a Thumb Up result, he gets a free Counterattack. The author says that this Counterattack uses the Adversary’s new values but it is unclear if it is a typo or a change to the regular rule.
Command Points are used exclusively to cancel wounds.
Grenades are used only if the Adversary can target at least two or more Rookie Characters.
Smoke Grenades are not used in Training Mode. Instead the author proposes rules for Glue Grenades.
Glue Grenades do not harm the victim when thrown. Instead each Characters who is adjacent to the Smoke Token whether when thrown or when moving, looses his next activation.
A Glue Grenade token stays on board only for 2 turns. (You can use the Smoke Grenade timing method found on page 22 of the Revised Rules to count the turns.)
Killgore miniature & misc. info:
Nothing more than the green of the miniature is shown. We don't know how it will be sold or if it will be pre-painted.
The article says that the Deathmatch Training mode is the first mode described so maybe there will be more articles in the series and, who knows, a full Killgore character description.
Thanks Plageman, I edited this for clarity and to make more sense to Revised Rules players. As I mentioned above the Revised Rules have yet to be officially released in French.
I can defiantly see potential in this Training Mode idea, and I might make a scenario of my own loosely based on these concepts.
I’ll do my best to keep you guys up to date.