Pages

Tuesday, 15 October 2019

Nemesis — The Crew

So, at the end of last year I got another of my kickstarters: Nemesis.

It's a survival horror boardgame, and the gameplay feels very much like you're in an alien movie. The models and theme are just different enough to avoid IP issues, and give it its own flavour, but the inspiration is clear.

I've only now finished painting the crew. Each has their own semi-unique card deck for performing actions, giving everyone unique advantages when trying to complete their objectives—and sometimes that objective can making sure someone else doesn't make it off the ship…

The whole crew, from the front. I tried to incorporate as much of the character colour as possible into each mini.
And from behind, showing off their rigs/hardsuits. It might not be visible in this image, but I even painted little indicator lights on their mag-boots, inspired by some scenes in The Expanse.
The Captain. Reasonably good at combat with his revolver, which never runs out of ammo—instead, it reloads one bullet at a time.

He can also spy on another player's objective, and motivate or command other players to do his bidding.
The Pilot. Her shotgun isn't great, but she knows the ship inside out, and how to make it work for her. So much so that she can often use any room for free.

The Pilot can also unlock an escape pod, or instantly skip to the end of the turn, forcing everyone—and the Intruder aliens—to miss any remaining actions.
The Mechanic. The mini only has a pistol, but in game he starts with the stupidly powerful sawn-off shotgun. He can repair literally anything, including doors damaged or destroyed by Intruders.

He also has the ability to search empty rooms, and to move through the ship's technical corridors—an option no one else gets.
The Scout. Average combat potential with a rifle, but most of her abilities are based around movement, and scavenging supplies.

She can also unlock a motion scanner, allowing her to move more safely than any other crew member when exploring.
The Scientist. Not useful in combat. His pistol barely tickles Intruders. His actions are based around the ship's computer network, and remotely activating other rooms.

The Scientist can also unlock the ability to basically become a mobile lab, to better discover the weaknesses of the marauding aliens.
The Soldier. If you're going in to combat, this is your man. His assault rifle (sized more like an HMG to be fair) can tear Intruders apart if he goes full auto. Almost all of his actions are based around combat, and using ammo to suppress enemies.

He can unlock an ability to reload instantly if he has the right items in his inventory, and also to ignore any one attack with his heavy armour.

No comments:

Post a Comment