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OTC Stats

PostPosted: Mon Aug 31, 2009 8:17 pm
by Leprechaun
One last question before I disappear into the mist, following pes and many others. What stats do you use for an OTC?
Kick Ass? Win? 10 d10s?

PostPosted: Tue Sep 01, 2009 2:00 am
by Strana
1d20 hull ripper use 5

you have to be awesome to use it.
'hullripper' can tear a gaping hole in the side of a ship. or lop off cannons thicker than a lego man is tall.

PostPosted: Tue Sep 01, 2009 3:51 pm
by Arkbrik
My idea:

The OTC has an UR of 2 and can only be used by Heroes, Iceworlders and other suitably awesome persons. A Critical Failure on the Skill check means the OTC hits its user. Anything hit by the OTC loses D6 Structure Points (meaning minifigs are instantly killed).

PostPosted: Tue Sep 01, 2009 7:23 pm
by Professor Ken
I usually rate OTCs as being about 2d10 when used in melee, and 3d10 and 4d10 when fired from launchers and missile tubes, respectively. Outside of massive 5-inch laser cannons, they're the strongest artillery a unit can field, and certainly the most powerful a single infantryman can use on his own, since they're a Size 1 weapon with a Size 3 or 4 power.

I usually play OTCs as "explosives", because no super death weapon is truly great unless it makes things blow up. They're unwieldy in melee combat, but very well suited as anti-vehicle and area attack weapons. A well-placed shot can cripple a heavy battle tank, or slice an enemy APC into bits.

Of course, OTCs are very unfair weapons, but considering how I only have a handful of them, it still makes conventional weapons necessary. Besides, when is Brikwars ever "fair"?

PostPosted: Wed Sep 02, 2009 12:07 pm
by Cpt. Zipps
Mine have a use of 5 and an istant kill on minifigs with 1d20 damage for heros and vehicles.

PostPosted: Thu Sep 03, 2009 2:19 pm
by dcl32
Maybe it's sheer awesomeness is too amazing to graph with normal dice

PostPosted: Thu Sep 03, 2009 2:27 pm
by Arkbrik
If so, then this:

Anyhting attacked by the OTC dies, because if something got struck by an OTC and survived, it would be totally unrealistic.

PostPosted: Fri Sep 04, 2009 5:29 am
by Ranger S2H
here an idea: whenever an OTC hits it does 2D10 explosive damage as well, because a wave of pure awesomeness strikes down anyone nearby.

note that the fig holding the OTC, who has to be awesome to use it, is not affected by the awesome-wave because he is awesome himself.

enemy characters that are awesome arent affected as well, as how else could you have an awesome/epic duel with OTC when one of the combatant keeps being blown away?

PostPosted: Thu Sep 10, 2009 12:11 pm
by Fulizer
Ranger S2H wrote:here an idea: whenever an OTC hits it does 2D10 explosive damage as well, because a wave of pure awesomeness strikes down anyone nearby.

note that the fig holding the OTC, who has to be awesome to use it, is not affected by the awesome-wave because he is awesome himself.

enemy characters that are awesome arent affected as well, as how else could you have an awesome/epic duel with OTC when one of the combatant keeps being blown away?

My brother, who happened to be reading this post, agrees with this. so do I

EDIT:
Image
Could this guy beat the armoured core?

PostPosted: Thu Sep 17, 2009 1:44 am
by Ranger S2H
I think he can beat it, but its also a possibility he would simply vanish into nothing, overtaken by the extreme amounts of uncontrolled awesomeness in his weapon.
on the other hand, its an iceworlder.

PostPosted: Thu Sep 17, 2009 1:45 pm
by Natalya
It would shoot him before he got close enough.

PostPosted: Thu Sep 17, 2009 2:57 pm
by Warhead
Maybe, as soon as the OTC is revealed (for the first time) all enemies within 6" of it instantly lose their action. Enemy's in hand to hand combat (range) have a minus modifier to all actions -1 or something. The OTC's damage is the ability to cut through any and all things (Shields, armour, Organic bits or whatever) in a turn. So what the OTC can reach in a sweep is destroyed/cut in two or pierced, up to the physical depth of the OTC. The holder of the OTC gets a boost to their own rolls, the inability to fumble. While they hold the OTC a roll of a one is just that, a one and nothing more.

PostPosted: Thu Sep 17, 2009 6:50 pm
by Cpt. Zipps
I Think the OTC is so powerful that Whoever has more of them in their army wins instantly.

PostPosted: Thu Sep 17, 2009 7:48 pm
by Professor Ken
I personally believe instant wins are awarded only to those players who bring enough Doritos and Pepsi (or doughnuts and beer if Warhead's involved) to sufficiently bribe his opponents into concurring. OTCs should be very powerful, perhaps unfairly so, but not game-breaking powerful. Where's the fun if you win automatically?

PostPosted: Sun Sep 20, 2009 10:10 am
by OneEye589
I looked for just a picture or just the clip everywhere, but couldn't find it. Here's a little bit:

http://www.youtube.com/watch?v=TO68zwTXFWk

Pause the movie JUST as it starts. If you miss it, pause it and drag it all the way back to the beginning.

REAL LIFE OTC.