Possibility of a Jermad Boss Battle?

Imo this is pretty much guaranteed, but thoughts?

How do bosses work in tactics games?

Nothing major is know about that at the moment sadly, Game releases in the month and news has been slow for some reason

They usually have a ton of enemies close to them for protection, have more actions per turn, and start in areas with better defences,

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And special abilities and lots more health?

I remember in the XCOM 2 DLC, the bosses would move every time you moved a character, so during each round they’d move many times whilst you could only move each character once.

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I hope it isnt like that, that sounds kinda annoying imo lol

In XCOM 2, there was a little trick to punish the bosses for being able to move so feequently, and that was to apply status effects to them so everytime they move, they take extra fire or poison damage etc. I’m personally looking foreward to Tactics as I really love XCOM.

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Well that makes it sound a decent bit better. I wonder if tactics will have poison damage

I thought Jermad was always with RAAM as part of his guard or whatever not Ukkon?

Admittedly I haven’t read through all the comics so feel free to correct me. Would be cool to see him in game though.

Could be Jermad had been moved to help Ukkon for a special mission.

Does nobody else think Jermad is a form of “you’re mad” or “u mad”? I think we are being trolled :smile:

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I always assumed it was pronounced like Jer Mahd and not Jer Mad, but it is kinda sus thinking about it lol

I’m a sucker for turn-based D&D and stuff with friends, and have even made my own Gears-inspired D&D, but Tactics will be on another level, and for that, I’m excited.

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Does nobody else think Jermad is a form of “you’re mad” or “u mad”? I think we are being trolled :smile:

For years I’ve wanted to run a Gears campaign over Roll20, using Savage Worlds’ ruleset. Something hinging around Hollow Storm, or the final battle on Azura. How much homebrewing did you do to create a Gears D&D game?

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Affirmative.

It’s very, very homebrew to the point where Idk if it can even be considered Homebrew. More like backwater oil brew. I make them off the basics of D&D (Turns, Attributes, Hp, DMG, etc) but it’s super watered down for my group of friends since they’re not all savvy with D&D, and only two of us are.

I’d be interested to know how you handle cover-based shooting using turns.

Savage Worlds has a more robust “hold your action” mechanic than D&D 5e (the only D&D I’m proficient in). Instead of holding your reaction to do one thing, in Savage Worlds you spend your turn to create an “interrupt action,” so you can completely stop your target’s turn. So if your target is in cover, you can use “interrupt” to delay your turn until the instant that target peeks out. But since I’ve never actually played Savage Worlds, I’ve never got to test how it works and how it breaks.

Guess it’s time to read up on Savage Worlds again, and try to acquire the whole rulebook. I’ve got the itch.

Currently I have a 2x2’ game mat with inch squares (like a giant whiteboard) for use with dry-erase markers. So I try to build maps that the players can navigate around (Haven’t had time to collect or paint minis so I use LEGO men). So they’re forced to use their action turns to get around the enemies in cover–or to hide in cover themselves.

Or depending on the weapon (AOE grenade, Shotgun, rifle) they have to move closer/farther away in order to make their weapon the most effective it can be. Like I said, very watered down and simple, maybe 90% water 10% 5e.