Scythe Artillery

Scythe Artillery

thingiverse

We had a game recently where turtling was serious. My nephew wanted to call in artillery to break the deadlock, so we discussed how we could add our own. Here's what they came up with: a little rough around the edges but fun and brought big smiles. Back Story We passed these walls many times on previous visits to the factory, only today seeing that the walls were huge steel doors. Doors to a tomb-like void confining a terrible monolith intended for the ultimate arbiter of a previous conflict. Discovery News of the find has already leaked out. The first player to reach the factory with both player token and Mech may take control of the artillery at the cost of 3 popularity. Option Two We thought it would be good to have a new factory card designed to signpost the find, giving initial ownership, to stop Rusviet from bounding straight to the factory. Although this did not happen in reality. Movement The artillery piece cannot move by itself and always needs a Mech to move it. Movement is restricted to one hex per turn, disregarding any bonus movement that a faction may have. Combat The artillery has a range of exactly 2 hexes from where it is located. It cannot fire on any unit nearer or further than two hexes. It can however fire over rivers and lakes. The shells the artillery fires are represented by combat cards. The more combat cards a player expends, the more shells that are fired in the barrage. The power of the attack is represented by the combined total of the combat cards used. If the barrage successfully routs the opposing player, they are returned to their starting location. Players with the option to retreat to lakes may still do so if able. All resource tokens are left in place by the routed player. Capturing the Artillery Any player may attempt to wrest control of the artillery piece from the player controlling it. The traditional combat rules apply. The artillery takes no part in any direct combat due to the minimum range limitation placed upon the piece, allowing other players to effectively charge down the guns. If a player successfully captures the artillery, they have two options. Option One: Warmonger Pay 3 popularity to continue controlling the artillery, abiding by the rules outlined above. Option Two: Peacemaker Gain 3 popularity by 'spiking the gun,' rendering it unusable for the rest of the game. I also had a stab at designing a token for our next game and have put it on Thingiverse if you want to give it a try. This thing was made with Tinkercad. Edit it online at https://www.tinkercad.com/things/3bHBK0w3x0W

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