army specialties

Supplement ideas, house rules, homemade stat cards, homebrew weapon types, and other cool variations

Moderators: warman45, Rev. Sylvanus

Postby Rev. Sylvanus » Sat Nov 20, 2010 9:30 pm

Haha, insert foot

but compared to his friend's suggestion, the armor thing is underpowered 8)
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Postby aoffan23 » Sat Nov 20, 2010 9:47 pm

Stockholm Syndrome: Any units that your force captures for 3 turns become part of the unit that captured them. They may not leave the unit or act independently.
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I agree with Warhead.
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Postby Warhead » Sun Nov 21, 2010 4:15 am

Raging booty bothered: Use once per battle - The army become mewing moaning insufferable wingebags of such proportions that they cause an extra physical attack. Pick one unit in any group to be the instigator, they may do nothing else this turn. Roll 2D6" centred on the chosen unit; all enemy units within that range are effected. Enemy units effected self combust on a 4+ on a D6 doing 2D6 flame damage. Effected survivors may ONLY target the Butthurter unit this turn.



Motherfucker: Use once per battle - Your Hero may perform an extra action this turn which is used to produce the mother of one enemy commander and brutally bang her senseless causing the enemy to become incensed with rage. The enemy MUST attack your army in close combat only, they are too frenzied and outraged to use ranged weapons, enemy units in vehicles may only ram attack if they have sufficient movement range.



Manly Men: RAAAAAR! - Always in use - Manly feats MUST be achieved each turn to gain this skill, either by the player or his army. Such feats could be running five miles to get to the game, eating manly snacks and not sharing, eating bacon cooked with a flamethrower, drinking bear from the skulls of your enemies, cruising for babes in a pimped out vehicle, etc and so on, killing is not enough. (For more ideas see here... http://brikwars.wikispaces.com/Metric+unit+of+manliness ) If Manliness is so fuckin' obvious that no one can disagree then the Manly Men gain a Re-Roll of all armour saves and close combat damage. All re-rolls are final. *NOTE: To gain this ability right from the start the PLAYER must do something manly first.


Only serious ones now, blah, blah...


The Talos: Iron Golems - Always in use - Iron Golems regenerate on a 4+ on a D6 at the end of each turn. This always occurs for every and any downed unit on any turn, even if they failed to regenerate is previous turns. If successful the Golem returns to normal and is able to fight, Golems in bits regain one part (Legs, head, arm with hand etc). However, Iron Golems are unable to Charge and have very basic thinking which only allows them to target the closest units unless a Talos Commander is nearby to direct their attack.



Britannian League: For Queen and Country - Once per battle - Any Hero may declare this action at the start of the Britannian turn, all Britannian units will instantly rally and all residual ill effects of enemy attacks are ignored. All Britannian units gain +1 to ALL stats, actions and damage rolls while this skill is in effect but may not hide in cover and must attack the enemy and move at least half their movement towards the nearest enemy. This ability and it's effects lasts for 1D6/2 turns or until the declaring Hero is killed. (Redshirting is allowed).
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Motherfucker!
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Postby samuelzz10 » Sun Nov 21, 2010 9:16 am

Warhead wrote:Motherfucker: Use once per battle - Your Hero may perform an extra action this turn which is used to produce the mother of one enemy commander and brutally bang her senseless causing the enemy to become incensed with rage. The enemy MUST attack your army in close combat only, they are too frenzied and outraged to use ranged weapons, enemy units in vehicles may only ram attack if they have sufficient movement range.
I remember that! manly santa fucked ledionous's mom.
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Postby Gungnir » Sun Nov 21, 2010 3:09 pm

Warhead wrote:drinking bear

Do you have to drink the bear without getting mauled, or does it matter?
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Postby Swordsalmon » Sun Nov 21, 2010 4:32 pm

samuelzz10 wrote:That is so cheap, at the extent it is almost as cheap as my other friends ideas.


Considering no one actually takes ultra-survivalists seriously, said bonus would rarely be in play. ;)
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Keldoclock wrote:Swordsalmon: Argues about the price of bits of plastic, yet happily forks over $1 for a quarter-sized bit of plastic that does nothing but look cool.
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Postby Warhead » Sun Nov 21, 2010 6:37 pm

Damn, bear drinking again! Almost as embarrassing as that time I found a guy pissed attempting to drive home, we found him passed out on the hood of the car with his car keys up his ass trying to turn the engine, at least that's the excuse he gave.
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Postby warman45 » Thu Dec 02, 2010 4:52 pm

SPQR - all squads gain a +1 to Armour if they are in the presence of a banner carrier with a giant sign, most probably symbolizing their unit. the standard bearer does not receive this effect.

Tank's A Lot - tanks are 4" faster, but get a -1 to Armour and weapons

For the spammingland! infantry get a -1 on attack rolls, but for every 2 infantry, you get one free!

Compensation - get a free 4-gun artillery barrage every 2 turns. throw 4 small balls of paper on any area of the game you want (you must be standing, or if the games on a table be 1 meter away) and where the ball lands is a 2d10 explosion (no one places any armor on the top of anything)

Epic Engineering - you gain the combat engineers. these units have the ability to build any fortification imaginable, trenches, bunkers, landmines. this ability allows them to place a small structure (or part of a structure) that is 5 studs cubed (5x5x5 or 125 studs total) these engineers can work together to build manly, or just plain awesome Alamo-like fortifications. or maybe you're in the mood for a little imperial guard outpost.

here's an idea. at the start of every battle roll a d6. the number rolled is the number of abilities each player may have.
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Postby *CRAZYHORSE* » Thu Dec 02, 2010 4:57 pm

warman45 wrote:here's an idea. at the start of every battle roll a d6. the number rolled is the number of abilities each player may have.

That's just random :|
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Postby muffinman42 » Thu Dec 02, 2010 7:09 pm

Gambler- Critical success if all but 1 dice in a roll land on MAX, critical fail if all but 1 land on 1. Eg if you roll 3 D6 and get 6,6 and 5 then it's a crit success, however if you get 1,1,5 it's a crit fail.

Death rage- +20% attack to the units, however the units will die after 6 turns.
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Postby Gungnir » Fri Dec 03, 2010 2:51 am

warman45 wrote: Tank's A Lot - tanks are 4" faster, but get a -1 to Armour and weapons

CREEEEEEEEEEEEED!!
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Postby *CRAZYHORSE* » Wed Dec 29, 2010 9:01 pm

A bit late but I thought of this Dungan army specialty.

I love the smell of poop in the morning:
As long as there is any form of poop present on a squad plate, all skill penalties are negated for that squad.
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Postby Robot Monkey » Thu Dec 30, 2010 12:34 pm

The R.I.N's specialties:

Line 'em up, and knock 'em down
Troops with rifles get 2D10 added damage when their targets are lined up, single file.

Just like 'Nam
Anything firing from a helicopter gets an added 1D6 damage.

I smell mines....
Engineers can detect traps within a 6 inch radius of their position.
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Postby beluga » Thu Dec 30, 2010 1:17 pm

I'm using this specialty for my jungle and desert corps after the forum battle, but:

Terrain Specialty: Units gain +2 modifiers to skill rolls when they stand on a designated color baseplate i.e. jungle corps=green baseplate, desert corps=tan baseplate.
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Postby Killer Karetsu » Thu Dec 30, 2010 2:32 pm

beluga wrote:I'm using this specialty for my jungle and desert corps after the forum battle, but:

Terrain Specialty: Units gain +2 modifiers to skill rolls when they stand on a designated color baseplate I.e. jungle corps=green baseplate, desert corps=tan baseplate.

Even if on a tan or green floor?
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