What's everyone's opinion on adding weapons and skills (i.e. Marine cards) and making the various effects tokens (like Health, Adrenaline, Beserk, etc) act like potions in Descent (i.e. can carry 3, takes 1MP to use), to the Advanced Campaign?
Here's a brief list of the new things I'm currently adding:
- Skill: Weapons Access - Plasma Gun
- Skill: Weapons Access - BFG
- Skill: Weapons Access - Missle Launcher
- Skill: Weapons Access - Chain Gun
- Skill: Weapons Access - Sentry Bot
- Skill: Weapons Access - Land Mines
- Skill: Weapons Access - Sniper Rifle
- Skill: Weapons Access - Flame Thrower
- Skill: Door Breach - 2MP to blow up a closed door (remove from board), plus all figures directly behind door suffer 1 Red Die attack
- Skill: Demolitions Expert - +2Aim with Blast weapons
- Weapon: Land Mines - 1MP to plant, if Invader moves next to it, blows up, 1Red Die + Blast attack, new ammo (Land Mine)
- Weapon: Sniper Rifle - 1 yellow, 2 green, +2 dmg, +3range (and maybe Aimed?) shells ammo
- Weapon: Flame Thrower - 1 red, 1 blue, uses flame template like Descent, uses Oxygen tokens as ammo
- Token: Stimpack - grants Agility ability until Marine's next turn (i.e. dodge)
- Token: Health - +3 wounds
- Token: Beserk - Instant kill fist only (might take this one out though, too powerful?)
- Token: Adrenaline - +4 MPs
I guess I'm wondering if A) this is getting too much like Descent and less like Doom and B) without Fatigue like Descent, is using tokens as potions a good thing? Also, I'm not sure on the new weapons. I like the Land Mines, but the flame thrower? Sniper might be all right but I'm not sure on its abilities.
So, is adding things like this kosher or too much for the Advanced Campaign?
-shnar