Search found 23 matches

by LivingRaccoon
Tue Nov 20, 2012 7:04 pm
Forum: The Rulebook
Topic: Medics
Replies: 8
Views: 2840

Re: Medics

+1 armor is okay, but why not have it be a die roll? Just roll a d6 and add that to the armor while the medic's healing - if a six gets rolled, activite the "uber-charge" for invincibility on that turn. Good idea, but that is a little overpowered. I like the uber-charge idea. And great idea in gene...
by LivingRaccoon
Sun Nov 18, 2012 1:41 pm
Forum: The Rulebook
Topic: Shotguns
Replies: 2
Views: 1108

Shotguns

I have a question, do Shotguns have I higher chance of hit, and shorter range? Should shotguns behave like rifles or have special rules?
Thanks!
by LivingRaccoon
Sun Nov 18, 2012 1:40 pm
Forum: The Rulebook
Topic: Medics
Replies: 8
Views: 2840

Medics

I'm not quite sure how Medics will work, nobody quite brought it up. Anyways, this is my idea of a Medic. It's based on the Team Fortress 2 medic. Here are my thoughts. When the solider is being healed by the heal beam, they get plus 1 armor. The heal behaves like a gun, so they have to be in clear ...
by LivingRaccoon
Wed Aug 08, 2012 7:37 pm
Forum: The Rulebook
Topic: Traps
Replies: 11
Views: 2655

Re: Traps

Thanks, any suggestions?
by LivingRaccoon
Tue Aug 07, 2012 5:50 pm
Forum: The Rulebook
Topic: Traps
Replies: 11
Views: 2655

Traps

I've come to thinking, how would traps work? Do they insta-kill, heroic feats to disarm? 1d4-6 roll on detection? How do you guys think traps would work? Thanks!


Image
by LivingRaccoon
Tue Aug 07, 2012 5:25 pm
Forum: Bonus Material
Topic: Flags
Replies: 27
Views: 5819

Re: Flags

Updated the flag section. You guys have some great ideas though!
by LivingRaccoon
Wed May 16, 2012 8:48 pm
Forum: The Rulebook
Topic: New Ability Ideas
Replies: 6
Views: 1534

Re: New Ability Ideas

Ham701 wrote:oh boy, looks like another person invented the wheel again.
:idc:
by LivingRaccoon
Wed May 16, 2012 8:25 pm
Forum: The Rulebook
Topic: New Ability Ideas
Replies: 6
Views: 1534

New Ability Ideas

Hey, I had an idea for special new types of abilities, I only have 4 so far. and these are for destruktion increasing purposes. Not for just winning, because :sparta:. Here they are! 1. Jet-pack Soldier This man has the extra ability of going 3" of height. But only every other turn since the jet-pac...
by LivingRaccoon
Sun May 13, 2012 11:09 pm
Forum: The Armoury
Topic: Frames for Mobile Frame Zero
Replies: 7
Views: 1691

Re: Frames for Mobile Frame Zero

Amazing. I hope these aren't tiny-scaled though, there more epic smaller.
by LivingRaccoon
Sun May 13, 2012 11:01 pm
Forum: Bonus Material
Topic: For Wizards and Superheros
Replies: 23
Views: 4160

Re: For Wizards and Superheros

Yeah, but I mean powerful game-rattling spells. Like, "Dragon-born shouts Ice Form! All units are frozen for 3 turns!" And other bullshit.
by LivingRaccoon
Sun May 13, 2012 10:58 am
Forum: Bonus Material
Topic: Flags
Replies: 27
Views: 5819

Re: Flags

I did mean war banners. Is anybody going to use this in game?
by LivingRaccoon
Sat May 12, 2012 3:40 pm
Forum: Bonus Material
Topic: For Wizards and Superheros
Replies: 23
Views: 4160

Re: For Wizards and Superheros

Yeah, I still think it makes sense to have a charge limit because that they can vaporize units and insta-kill them, so I think it's fair.
by LivingRaccoon
Sat May 12, 2012 3:32 pm
Forum: Bonus Material
Topic: Flags
Replies: 27
Views: 5819

Re: Flags

Thanks!
by LivingRaccoon
Sat May 12, 2012 1:57 pm
Forum: Bonus Material
Topic: Igniting
Replies: 1
Views: 901

Igniting

I've never see a topic like this, so pardon me if somebody has already done this. An idea is that, if the unit is hit with a fire weapon or steps on fire and doesn't die, he has a 1-4 chance of getting lighted like a marshmallow over a warm kampfire. 1-2 means that nothing happens, and 2-4 means tha...
by LivingRaccoon
Sat May 12, 2012 1:53 pm
Forum: Bonus Material
Topic: Flags
Replies: 27
Views: 5819

Flags

So, I had an idea for flags, you don't have to use my idea, but I think it would be cool. My idea is that units who carry flags have a chance to allow the nearest unit to red-shirt him. Also, every flag on the battle makes every unit move one stud faster, up to 3 or more studs. The flag could also b...