A compelling story! Thank you for sharing it!
Great ending too.
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Ellie_Valkyrie
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Hey there! Fast, as a modifier, makes it where you have to choose between moving the extra six inches or making an attack in the same turn. Acrobatic allows Fast units to make an attack where they wouldn't normally be able to. Nimble allows a unit to attack and move outside of the normal move / attack cycle. If you want a fast unit that can also make a ranged attack, you'll need Acrobatic. Nimble just offers more flexibility.
Terrifying can be used to affect a friendly unit, but since it counts as an attack (and the unit isn't required to attack) then it doesn't have to affect any friendly units. It can, though, if you need that flexibility for tactical purposes.
You can totally use those as 1-point modifiers! If you're worried about granular balance issues, you can always do a trade-off where your opponent also gets an equal number of modifiers from the Arcane Training document.
Cheers!
That's a cool idea, but I haven't really implemented something like this for BELLONA yet. I've tinkered with some ideas, but haven't settled on a form that works best yet. I think adapting something from the D&D board games like Ravenloft or Ashardalon would work. I've used their tiles in my own dungeon delves, and they're meant to be drawn randomly, even if I've just used them to create an interesting dungeon to battle in. Other than that, if you're using 1 inch graph paper, you could probably borrow the generation system from Four Against Darkness to generate random dungeons. For sci-fi, I actually took my set of space hulk tiles and numbered them, then rolled dice to build a random dungeon. If / when I make my own system for random dungeon generation, I think I'll take inspiration from IGG's Beneath The City Unsleeping which has an amazing die roll to deploy monsters mechanic that I absolutely love.
Thank you for the feedback!
Thank you! I'm planning a big content release for Monday. It'll all be expansion material for the dungeon crawling, but I'm in the process of playtesting a sci-fi skirmish campaign mod for the game as well. Sci-fi is still probably a few weeks away. The built in solo campaign rules from the core document are pretty solid for running any genre, including sci-fi, but I'm having fun making these tailored, more specific campaigns.
Thank you for the feedback! It's intentionally written that way, which is why it costs an attack to perform the Nullification move, and why Nullification can be done only within the Nullifying unit's range. So, for example, a unit with only the Nullifying Modifier (2pts) would have to close to within 1 inch with a single enemy unit first and give up its attack in order to use its Nullifying Modifier. In larger point battles, you could have units with Ranged x3 + Nullifying + Acrobatic that could be devastating, but they would still only be able to affect one unit per turn, and only by giving up their attack. The enemy could just make that 6+ point unit a priority to destroy as a strategy.
I really had a lot of fun playing through this game. The mechanics are well crafted and worked so smoothly. It was very enjoyable
I did a full write-up of my story of play over on my blog: https://www.fistfulofvalkyries.com/


















