Tesla Coil- is this ever worth anything?

By diversionArchitect, in Tannhauser

From the rules I have a hard time understanding why I'd ever want it- If it was preventative defense, I could see the use- i think the old rules said something like you ignore 1 attack success from each ranged attack- which sounds fun (encouraging melee instead of discouraging it as it does now)

It is rather weak, but it only really discourages weak melee attacks like Barry's knife, 4 die attacks just aren't worth it, but a Stoss rolling 6 dice and risking only one very unlikly wound, the Tesla or even the Super-Tesla just arn't discouraging at all to a Stoss or any of the heavy Reich melee attacks.

I agree that the Tesla Coils are mostly worthless. Melee in general has been nerfed in the new rules, so aside from a few strong melee attackers, most figures will not even bother to attempt a melee attack. Even when a figure does use a melee attack, they will most likely block the attack success from the Tesla Coil.

On that note, has anyone else noticed that the Tesla Coil for Oksana's Voivodes is written differently:

When this Voivode suffers a wound as a result of a melee attack, its attacker suffers an automatic WOUND.

Seems to be a misprint since all the other Tesla Coils say "automatic attack success" and even add in that figures are able to make shock rolls against that attack success, or successes in the case of the Super Coil.

I did notice that, but I just figured it's a buffed version of the coil, we may actually see the next FAQ or edition of the manual featuring all coils doing wounds instead of successes, but who knows, maybe it is just a typo.

I agree that Tesla Coil isn't dangerous for Stosstruppen, but it becomes a little irritating for Eva's/Yula attack (they have stamina 4); Tesla Super-Coil is annoying for Stosstruppen too: he has just 3 health level and only at the beginning his stamina is 5 (without Immunity to Pain).

Tesla Coil/Super-Coil isn't a problem for Union.

Sorry I haven't Oksana, but it' strange, sure.

I never use these items, just Oksanas.

I'm under the impression that some items/rules just got botched when FFG worked on the Revised Rules. In Classic Edition, they were powerful defensive items, but in these editions FFG tried to change them in a dissuasion tool but its too limited to be useful.

We've house ruled that it is:

Tesla Coil: 1 success per wound inflicted

and

Tesla Super-Coil: 2 successes per wound inflicted

AND IT STILL SUCKS

So I'm gonna try to figure out a buff, I really like the original rules on them- gonna see if I can get that to pass.

I agree with whoever said it was supposed to be a melee deterrent. From what I've heard the new rules moved towards having damage happen faster (for a faster game) which I'm a fan of, so changing the Tesla Coils to a increase in damage made sense... except that they are total crap.

My thought is something along these lines:

Tesla Coil: This removes one success from each attack on this target, but if this target dies- Zorka suffers a wound from the feedback of the coil.

Tesla Super-Coil: This removes two successes from each attack on this target, but if this target dies- Zorka suffers 2 wounds from the feedback of the coil.

I think this would make the Matriarchy support characters both hardier and a far more tempting targets.

thoughts?

I like your thinking Architect ... a lot! I'll try it next time I use the matriarchy (whom I love in principle, I mean nuns with guns, God made super armour and ROBOTS ..... what's not to like ;) )

Has anyone tried a house rule for Automatic wounds from the coils?

-Nhoj

Thanks Nhoj =)

I'll try to test it this way on saturday and let you guys know how it feels.

As far as Oksana's voivodes are concerned, yes they are different than the normal coils. If you read the flavor text it says that they are an upgraded version and therefor stronger. Very sad that they aren't that way for all characters with them, but whatever- if you ask me, it's the matriarchy that is targeted for being overpowered most often.

well i found a problem with my current rule on the tesla coils... I tried out Oksana today... and the drawback disappeared (I just chose not to use the tesla coil and bonus tokened it out)

I'll keep working on it for something that doesn't base off of Zorka- maybe:

Tesla Coil: Increase your stamina by 1 when making shock rolls & any natural 10's rolled on your shock cause an automatic wound to melee attackers.

Tesla Super-Coil: Increase your stamina by 2 when making shock rolls & any natural 10's rolled on your shock cause two automatic wounds to melee attackers.

Idk... It just has an issue because Zorka has a tesla coil- and we've already ruled that you can't buff a stat beyond 7...

Alternatively:

TC: For each natural 1 rolled on attacks against you, remove 1 attack die of your choice (this can prevent a natural 10 effect), and for each natural 10 rolled on shock rolls, cancel an additional attack success.

TSC: If at least one natural 1 is rolled on attacks against you, remove all attack dice (this can prevent natural 10 effects), and if you roll at least one natural 10 on a shock rolls, cancel all attack successes.

(has anyone else come up with an idea for improving the Tesla Coils?)

diversionArchitect said:

We've house ruled that it is:

Tesla Coil: 1 success per wound inflicted

and

Tesla Super-Coil: 2 successes per wound inflicted

Well those are the way the Tesla Coil and Tesla Super-Coil are supposed to work now. But they do suck now I agree, the Voivodes one's are just infinately better. But I prefer the old rules for them as their now pretty much useless unless you plan on dying to even get a chance to hurt something.

As I said before, automatically conceling successes is too powerfull imho. However I've always see the TC as improved versions of the BG 42 vest.

Since the TC are described as force fields against high kinetic attacks, I'd make them defensive equipments, but only against Ranged Attacks.

  • TC: Add 1 dice to your Shock Roll against Ranged Attacks. Against such attacks Natural 10s count as two success.
  • STC: Add 2 dices to your Shock Roll against Ranged Attacks. Against such attacks Natural 10s count as two success.

My latest idea, which I think is pretty fun:

(keeping in mind the idea behind this was getting a chance to remove natural 10 effects (Yula, Eva, etc)

Tesla Coil: When attacked with a weapon with the hand-to-hand keyword, your shock successes remove an equal number of dice values from the attacker's roll, natural 10s remove two dice. If this removes a natural 10 from an attack, the natural 10's secondary effect is also countered. Tesla Coil effects occur on turns when they would be destroyed due to a natural 10 effect.

Tesla Super-Coil: When attacked with any weapon your shock successes remove an equal number of dice values from the attacker's roll, natural 10s remove two dice. If this removes a natural 10 from an attack, the natural 10's secondary effect is also countered. Tesla Super-Coil effects occur on turns when they would be destroyed due to a natural 10 effect.

Whatcha think?

@diversionArchitect: I get the idea behind the effect but I think the wording is a bit confusing.Let me propose a new version in the same spirit.

Tesla Coil: When you are the target of a melee attack, the first Natural 10 obtained by your opponent is considered as regular success rather than a special result.

Tesla Super Coil: When you are the target of a melee attack, the first two Natural 10s obtained by your opponent are considered as regular success rather than a special result.

Tesla Coils are fairly weak but you do have the option of bonus tokens to replace them.

The game I got came with the sheet summaries that had the old rules on and I was surprised by how much the rules had changed. I would not be surprised if there are a number of items that are much less useful than before as well as pack options that are just not worth taking. When you consider how many figures there are and multiply that by 3 for the number of packs, you end up with more options then I certainly will ever use. Thus a few bad ones does not bother me at all. Maybe use them to offset mismatched playing abilities!

Plageman said:

@diversionArchitect: I get the idea behind the effect but I think the wording is a bit confusing.Let me propose a new version in the same spirit.

Tesla Coil: When you are the target of a melee attack, the first Natural 10 obtained by your opponent is considered as regular success rather than a special result.

Tesla Super Coil: When you are the target of a melee attack, the first two Natural 10s obtained by your opponent are considered as regular success rather than a special result.

@Plageman: I love it!

On the topic of the Tesla Coils, has anyone asked if they trigger off of your own attacks or melee attacks with range? For instance, what if one of your figures were wounded by Eva's whip or caught in the afterblast from the Magnifier? Those are hand-to-hand weapons, so as written, the Tesla Coil should trigger. The possibility that you could wound your own figure seems kind of lame though. Its like another nail in the coffin for these items =P


(Yes, I know, its REALLY unlikely that Zor'ka will take a hit from the Tesla Coil with her stats, but its still possible!)