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Argh! mage problems

PostPosted: Wed Apr 02, 2008 3:06 pm
by spacessj
Hi guys

I'm working on a custom minifig mage to add to my small rebel army. (pics are to follow). I decided to work out the stats, but I think i overdid it.
The total ,cp cost came up to about 300 (where's that hammer ...). jope you guys can think up some better stats to make him a bit more mortal.
PS: it's also a champion)

The stats:

Turamarth, Elemental Realmguardian

Move 30 cm (bout 11 inches)
armor 6 + 1d10
skill 1d10 +2
3 stupendous feat
no ranged weapons apart from spells
can organize troops
12SP fire
12SP water
12SP Earth
12SP Air
12SP energy(lightning etc)

Improved stats:

Wizard
A wizard, while typically a frail individual, is still superior to mere minfigs as he can control the very essence of the cosmos with his mind.

Skill: D10
Move: 7"
Armor: 2D6
Specialties:
+Heroic Ego (as normal)
+Master of the Arcane: Wizards believe in mind over matter, and thus count as having a skill of D6 when using weapons and only have D6 armor versus non-magical attacks. They also have the ability to cast one spell per action, from the below list.
+Spells:
Magic Missile: Bread-and-butter of wizardry. Use: 4 Power D6+1 Range 8"
Fireball: Also nice. Use 6 Power D6+2 Range 8" Blast
Shield: Eep! Use 6 Gain +d6 armor again all attacks until next turn.
Ka-Nuke: Every wizard knows when it's time to fry something. Use 8 Power 2D6 Range 12" Blast
Frostbite: Icy spell that freezes the target on the spot for 1d6 turns unless he's freed by an other fig. This takes 1 turn. If left stuck for 2 turns, the victim is dead.

Use 6 Power N/A Range 8"


Edit: here is the gallery of the 90% finished fig
http://www.brickshelf.com/cgi-bin/gallery.cgi?f=313493

PostPosted: Wed Apr 02, 2008 3:18 pm
by Blitzen
Wut.

To start off, eleven inches is <i>way</i> too much, even for a super mage. He is not a bicycle/ bird. That armour is also astronomical. 1d10+6 the equivalent to the armour of a fricking <b>building</b>. Made out of fricking <b>brick</b>. Aren't mages notoriously vulnerable anyway? Your skill is also unrealistic. It is so unrealistic that the handy dandy Minds table <b>doesn't go up that high.</b> This would almost <i>insure</i> that this popsicle would be able to wield almost any weapon with ease. I've always been under the impression that they wouldn't know the sharp end of a sword if it was sticking out their ribcage.

But here's the whammy: <b>three stupendous feats</b>. THREE. Three. You have <B>one action</b>. What the hell. This flabbermonkey is also an officer, which kind of adds to the disbelief.

I have no idea what the rest is, apart from some magic shindigs, but twelve is probably overkill as well.

PostPosted: Wed Apr 02, 2008 3:39 pm
by Almighty Benny
Blitzen wrote:I have no idea what the rest is, apart from some magic shindigs, but twelve is probably overkill as well.


Well said, Blitzen.

Mages are awesome, but they're not this awesome. Even as a champion, you should really consider making him weak and vulnerable and bad with weapons, but great with spells which makes up for it. I don't usually do this, but I'm going to use Lord of the Rings as an example.
Picture Saruman: If ever there was a mage champion, it would be him.
NOW
Saruman can kick all kinds of ass with his magic and create storms and what not, but one measly dagger to the neck and he's dead.

Brikwars is not about creating the ultimate super-unit.

PostPosted: Wed Apr 02, 2008 3:41 pm
by Rody
erm he clearly uses the 2001 rules,
there your regular champion has
10" move
teklevel + 1d10 -3 armour
1d10+2 skill
and 3 stupendous feats.

which is more than the 2001 rules hero.
but I agree that he should have lower stats as a mage.
simply because mages are not well armoured, not provicient with normal weapons(usually) and not highly agile.

PostPosted: Wed Apr 02, 2008 4:46 pm
by piltogg
honestly just have him be capable of one movement, one action and one spell per turn.  then make an ass of spells that he knows (up to 15) within his skill level. simply choose a spell from the ass and roll your d6 as if you where firing a rifle. easy, simple, I made it and blitzen did not hahaha  :roll:

PostPosted: Wed Apr 02, 2008 4:58 pm
by *CRAZYHORSE*
I agree with all said above and also a mage in a rebel army? WTF. I really didn't got your idea here.

PostPosted: Thu Apr 03, 2008 6:04 am
by spacessj
Thanks. Yes I was using the 2001 rule book cause I have a printed out version. And it's not a rebel army as is SW, just a weird combination of figs .

so this is better?

Move 18 cm (bout 7 inches)
armor 6 + 1d6
skill 2+2d6
3 stupendous feat
no ranged weapons apart from spells
can organize troops
6SP fire
6SP water
6SP Earth
6SP Air
6SP energy(lightning etc)

PostPosted: Thu Apr 03, 2008 6:20 am
by Joetrillion
There's no real point in 3 feat's .

PostPosted: Thu Apr 03, 2008 6:24 am
by spacessj
Ok so 1 feat then. So actually there is no more champions class in the new rules. Oh and for the record, I wasn't trying to create a godlike fig.
Any more silly weaknesses?

PostPosted: Thu Apr 03, 2008 6:30 am
by Joetrillion
Not that I can see but im no good at rule making.

PostPosted: Thu Apr 03, 2008 6:50 am
by spacessj
here are the pictures of the progress so far:

http://www.brickshelf.com/cgi-bin/gallery.cgi?f=311279

PostPosted: Thu Apr 03, 2008 6:53 am
by Joetrillion
Meh i don't like glueing something to lego it's cheating.

PostPosted: Thu Apr 03, 2008 8:48 am
by IVhorseman
spacessj wrote:Oh and for the record, I wasn't trying to create a godlike fig.


good luck with that.

i'd drop him to 5" of move, 1d6 skill, and 1d6 - 1 armor. don't really know how sp works (read the supplement, got bored, did something else), but i've found that just plopping them into a heroic feat is way easier/more efficient.

PostPosted: Thu Apr 03, 2008 8:52 am
by feuer_faust
Idea: how about we give some rules suggestions?

Wizard
A wizard, while typically a frail individual, is still superior to mere minfigs as he can control the very essence of the cosmos with his mind.

Skill: D10
Move: 7"
Armor: 2D6
Specialties:
+Heroic Ego (as normal)
+Master of the Arcane: Wizards believe in mind over matter, and thus count as having a skill of D6 when using weapons and only have D6 armor versus non-magical attacks. They also have the ability to cast one spell per action, from the below list.
+Spells:
Magic Missile: Bread-and-butter of wizardry. Use: 4 Power D6+1 Range 8"
Fireball: Also nice. Use 6 Power D6+2 Range 8" Blast
Shield: Eep! Use 6 Gain +d6 armor again all attacks until next turn.
Ka-Nuke: Every wizard knows when it's time to fry something. Use 8 Power 2D6 Range 12" Blast


It's "a lot of rules"... but not really since it's just one model in a sea of generic dudes. :)

EDIT: The wings look cool. Not lego (obviously), but they still look cool. :)

PostPosted: Thu Apr 03, 2008 10:25 am
by spacessj
That's great! just what I was looking for. Just want to add a spell:
Frostbite: Icy spell that freezes the target on the spot for 1d6 turns unless he's freed by an other fig. This takes 1 turn. If left stuck for 2 turns, the victim is dead.

Use 6 Power N/A Range 8"

a stat card would be nice, but my fig isn't done yet

:cry:

I can't find milliput anywhere in a 30km radius of my place. :x