Ladies and Gentleman,
I’m proud to present my collected notes on the forthcoming game, Reich of the Dead. *que dramatic organ music*
The long awaited info that some fear will break Reaper and ruin their miniatures making ability forever, forever, orever, orever, ever……... *que evil laugh* Through the amazing effort of my many spies here and there, along with the help of top reverse engineering specialists, I think we’ve managed to crack the Reaper code. Ha ha ha ha ha.
Reich of the Dead today, world domination tomorrow. Look out!
In reality, it is nothing of the sort. Its just some info that has been gathered by talking with other fans who’ve been lucky enough to play the demo’s at ReaperCon. You know, it’s what fans do. Gather stuff about the games they like and share it with other gaming fans so we can try to make the whole experience a little more enjoyable for everyone. My intentions are no different. Get the info together so fans can throw together some games now while they wait for the real deal.
If the Reaper bosses would like me to pull this, or block, or beat me about the head and shoulders with a whiffle bat, knock yourself out. This little endeavor has not been endorsed by them and I have no idea if this is even close to what the final project will be like. I do know it’s kinda similar to what they might have done at ReaperCon if they used the spies I used. Sorta. Or not.
These are my thoughts, speculations, and guesses, mixed in with some from other people. On some things, such as the stats. I was told various numbers, so I took what I had an averaged them. That figure will be in ( )’s. If it was a number that everyone agreed on, it’ll be just a number. If there is no additional info, then there be just a dash -.
Keep in mind that final Reaper product may vary greatly; or not much, from what we have here. So, if you’re the kind that gets upset with change, don’t go forth. Monsters lay ahead.
I’m using a guideline similar to what you would find here:
http://www.reapermin...m/Games/Warlord
for the quick-start rules, found here:
http://www.reapermin...Start_08-06.pdf
along with the data card info from here:
http://www.reapergames.com/
As listed in the Rage Chronicles and CAV datacards. I’m approaching this as if I were to write a review, say for BoardGameGeek.
So, as you can see, Reaper seems to be pretty ok with sharing the basic concepts of RAGE. They are basically very pro-info to the fans. Whoooot!
Now, on with the show. *que silent movie music*
Reich of the Dead is a 2+ player, tactical squad/company level game with regular games consisting of seven to twenty five figures. The figures average from 40 to 90 points each, depending on what faction they fight for and if they have specialities. Tanks vary from 400 to 900 points apiece, based off what they are capable of.
An average game, consists of 2500 to 2800 points.
Character stats are similar to what is seen on Warlord data cards.
Data Cards
Name: Same as Warlord. This clarifies what the figure’s role is. Kroid Soldier, Zombie = Shuffler, US Infantryman
Affiliation: Good/Neutral/Evil. US Infantrymen are listed as Good. Kroids as bad. Go figure.
Model: Similar to Warlord. The models are classed by type. Leaders (Officers, Sergeants). Soldiers (Grunts), Solo (Sniper).
Troop: The leaders types (Officers and Sergeants) will have a number listed that shows the minimum to maximum number of figures under their command. No word on what Elite types there are, or how they function as replacements for regular troops.
Base: So far, only standard base type has been mentioned.
Points/Pts: The cost for each figure.
#MA: The number of times a figure may engage in melee attacks.
#RA: The number of times a figure may engage in ranged attacks
Damage/DMG: Basically, this is the number of damage tracks a figure has.
Move/MOV: How far a figure may move in inches.
Discipline/DIS: Discipline, no word on this so far.
MAV: How well a figure fights in melee combat.
RAV: How well a figure does in ranged combat.
Range/RNG: How far a figure can attack, in inches.
Defense/DV: A combo of the figures armor and ability to dodge attacks.
How this translates to what the actual RotD datacards might look like:
Name Kroid Infantryman #
Affiliation: Evil/Bad Points: 40
Model: Grunt Troop:
Base: Standard
Dmg 0 1 2 3 4 5 6 7
Mov 6 6 6 0 0 0 0 0
Dis - - - 0 0 0 0 0
DV (8) (8) (8) 0 0 0 0 0
MD - - - 0 0 0 0 0
S.A.: Tough 2
MAV 4 3 2 0 0 0 0 0
# MA 1 S.A.:
RAV 4 3 3 0 0 0 0 0
# RA 1 RNG: 24 S.A.: 0 0
Name Kroid Sergeant #
Affiliation: Evil/Bad Points: 40
Model: Leader Troop: 2-12
Base: Standard
Dmg 0 1 2 3 4 5 6 7
Mov 6 6 6 0 0 0 0 0
Dis - - - 0 0 0 0 0
DV (8) (8) (8) 0 0 0 0 0
MD - - - 0 0 0 0 0
S.A.: Tough 2
MAV 4 3 2 0 0 0 0 0
# MA 1 S.A.:
RAV 4 3 3 0 0 0 0 0
# RA 2 RNG: 18 S.A.: 0 0
MP 40 0 0 0
Name Kroid Sniper #
Affiliation: Evil/Bad Points: 40
Model: Solo Troop:
Base: Standard
Dmg 0 1 2 3 4 5 6 7
Mov 6 6 6 0 0 0 0 0
Dis - - - 0 0 0 0 0
DV (8) (8) (8) 0 0 0 0 0
MD - - - 0 0 0 0 0
S.A.: Tough 2
MAV 4 3 2 0 0 0 0 0
# MA 1 S.A.:
RAV 4 3 3 0 0 0 0 0
# RA 1 RNG: 24 S.A.: 0 0
0 0 0
Name Kroid MG42 Gunner #
Affiliation: Evil/Bad Points: 40
Model: Grunt Troop:
Base: Standard
Dmg 0 1 2 3 4 5 6 7
Mov 6 6 6 0 0 0 0 0
Dis - - - 0 0 0 0 0
DV (8) (8) (8) 0 0 0 0 0
MD - - - 0 0 0 0 0
S.A.: Tough 2
MAV 4 3 2 0 0 0 0 0
# MA 1 S.A.:
RAV 4 3 3 0 0 0 0 0
# RA 4 RNG: 36 S.A.: 0 0
0 0 0
Name Shuffler #
Affiliation: Evil/Bad Points: Free
Model: - Troop:
Base: Standard
Dmg 0 1 2 3 4 5 6 7
Mov 4 4 0 0 0 0 0
Dis - - 0 0 0 0 0
DV (7) (7) 0 0 0 0 0
MD - - 0 0 0 0 0
S.A.: 0 0 0
MAV 1 1 0 0 0 0 0
# MA 1 S.A.: 0 0 0
Hands of Zombie Death
Name US Infantryman #
Affiliation: Good/Good Points: 90
Model: Grunt Troop:
Base: Standard
Dmg 0 1 2 3 4 5 6
Mov 6 6 6 0 0 0 0
Dis - - - 0 0 0 0
DV 10 (8) (8) 0 0 0 0
MD - - - 0 0 0 0
S.A.: 0 0 0
0 0 0
MAV 5 4 3 0 0 0 0
# MA 1 S.A.: 0 0 0
RAV 5 4 3 0 0 0 0
# RA 2 RNG: 24 S.A.: 0 0
Garand Rifle 0 0 0
Name US Infantry - Sergeant #
Affiliation: Good/Good Points: 90
Model: Leader Troop:
Base: Standard
Dmg 0 1 2 3 4 5 6
Mov 6 6 6 0 0 0 0
Dis - - - 0 0 0 0
DV 10 (8) (8) 0 0 0 0
MD - - - 0 0 0 0
S.A.: 0 0 0
0 0 0
MAV 5 4 3 0 0 0 0
# MA 1 S.A.: 0 0 0
RAV 5 4 3 0 0 0 0
# RA 2 RNG: 18 S.A.: 0 0
Thompson SMG
Name US Infantry Sniper #
Affiliation: Good/Good Points: 90
Model: Solo Troop:
Base: Standard
Dmg 0 1 2 3 4 5 6
Mov 6 6 6 0 0 0 0
Dis - - - 0 0 0 0
DV 10 (8) (8) 0 0 0 0
MD - - - 0 0 0 0
S.A.: 0 0 0
0 0 0
MAV 5 4 3 0 0 0 0
# MA 1 S.A.: 0 0 0
RAV 5 4 3 0 0 0 0
# RA 1 RNG: 24 S.A.: 0 0
Garand Rifle 0 0 0
Name US Infantry -BAR #
Affiliation: Good/Good Points: 90
Model: Grunt Troop:
Base: Standard
Dmg 0 1 2 3 4 5 6
Mov 6 6 6 0 0 0 0
Dis - - - 0 0 0 0
DV 10 (8) (8) 0 0 0 0
MD - - - 0 0 0 0
S.A.: 0 0 0
0 0 0
MAV 5 4 3 0 0 0 0
# MA 1 S.A.: 0 0 0
RAV 6 5 4 0 0 0 0
# RA 2 RNG: 24 S.A.: 0 0
Garand Rifle w/scope
THE GAME TURN:
Same as Warlord. Composed of Initiative, Action, and End phases with some tweaks for the special movement rules.
Initiative:
Each player has a suit of cards and draws one card per figure/unit. The cards are then shuffled together and drawn one at a time. Each player then activates a unit/figure as their respective card is drawn.
Action:
As in Warlord, Reich of the Dead seems to have similar types of combat and non-combat actions. Non-combat actions are movement, picking something up, etc. Combat actions are ranged shooting with pistol/rife/bazooka.
CLOSE COMBAT:
Same as Warlord. Figures must be within base to base before being able to lay some down serious smack with a trench knife or sharpened entrenching tool.
RANGED COMBAT (for figures, not armor):
Same as Warlord, again. The only differences seem to be in the use of weapons against armored vehicles, and bazooka type weapons. In ranged combat with tanks, the shooting figure must be using an anti-tank type weapon; whether it’s a bazooka, panzershrek, panzerfaust, or PIAT. Small caliber weapons (pistol, rifle) have no effect against tanks. Which makes sense, since it never worked in the movies either.
Range and LOS (Line of Sight) rules are in effect as well.
Cover bonuses were mentioned, but sadly, my spies were unable to get what the +/- modifiers were.
End Phase:
Same as Warlord. If the opposing force still has units left on the board, start the whole process over again till their decimated.
At the moment, you’re using Warlord rules with tweaks and some nice butt whooping thrown in via CAV rules. This is good. The learning curve for existing players will be at a minimum, and the bonus is that it will be easier for existing players to teach new people to the game. It’s a win/win for us gamers, and for Reaper.
Notes of Interest:
Defensive fire was mentioned several times. When attacked, figures can return fire as in Warlord. Tanks are slightly different. They can return defensive fire if the tank turret is pointed in the same direction as the attacker. This can lead to some nice tactical/strategic maneuvering.
Tanks can not be hurt by infantry, unless grenades or anti-tank weapons are used.
Tanks in turn can not hurt infantry using their main gun (for now), but can use machine guns; though, I’m not clear if this is just for turret mounted, or co-axel as well. Probably both.
Snipers
The sniper rules appear to follow along conventional ideas. In RotD’s case, when the Sniper is activated you would place the figure, take the Ranged Combat shot then remove the figure and replace it with a token. For each following turn with the sniper, you can place the sniper within 6 inches of the token and repeat the process.
The enemy has to have one of their figures come into direct contact with the token to flush out the sniper and find out what its exact location is. If the enemy figure is killed or breaks contact with the token, the sniper is hidden again. This alone could make for a great War of the Rats scenario.
Dropped Weapons
If a figure has a specific weapon (SMG, anti-tank, sniper) and drops the weapon by choice, or other, that weapon can then be picked up by another figure.
ie: Sgt Krunch is huffing and puffing along, lugging a heavy bazooka up some rubble. From the pile arises a Kroid and knocks Sgt. Krunch done. The Sarge rolls down the pile of rubble and scrambles for cover. The Kroid, seeing the bazooka picks it up and now has use of it.
Zombie/Shuffler Generation
At the end of a turn, 1d10 worth of zombies/shufflers would be generated and placed no closer than twelve inches of an enemy model.
Gernades
Have a range of (7) with an area of effect (AOE) (3) inches.
There's a bit more, but I'm a bit brain dead right now. So enjoy if you will.
Bill
proto-RotD
Started by
armydillo978
, Jun 12 2008 06:05 PM
4 replies to this topic
#1
Posted 12 June 2008 - 06:05 PM
Armydillo978@gmail.com
#2
Posted 13 June 2008 - 08:12 AM
awesome Bill, thanks for taking the time to type this up.
Lois: I guarantee you a man made that commercial.
Peter: Of course a man made it. It's a commercial Lois, not a delicious thanksgiving dinner.
Bud Light: Suck One
Jackie Moon
#3
Posted 13 June 2008 - 08:50 AM
awesome Bill, thanks for taking the time to type this up.
Thank you, Sir. I shall make sure my zombie droids don't put you in the slave mines with the others when I rule the world.
Armydillo978@gmail.com
#4
Posted 13 June 2008 - 05:19 PM
i just noticed all of the move characteristics are 6's except for the shufflers and everyone has 3 wounds so that 666... ewww, spooky.
coincidence... or something else?
anyone that has demo'ed care to chime in? does this look pretty close to a match?
any more details to add on how tanks play?
coincidence... or something else?
anyone that has demo'ed care to chime in? does this look pretty close to a match?
any more details to add on how tanks play?
Lois: I guarantee you a man made that commercial.
Peter: Of course a man made it. It's a commercial Lois, not a delicious thanksgiving dinner.
Bud Light: Suck One
Jackie Moon
#5
Posted 13 June 2008 - 06:01 PM
There was some tank info but, to be honest, my brain was a bit frizzed and I didn't put collate it all.
As for the numerical signifigance, it could be that the zombies are doing an AC/DC Highway to Hell move.
As for the numerical signifigance, it could be that the zombies are doing an AC/DC Highway to Hell move.
Armydillo978@gmail.com
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