army specialties
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- samuelzz10
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army specialties
each army can have their own specialty and here are the specialties I have made up.
healthcare plan:
every 5 enemys you kill, you get a free medik.
expansive plan:
every 5 enemys you kill you get a free mechanik.
healthcare plan:
every 5 enemys you kill, you get a free medik.
expansive plan:
every 5 enemys you kill you get a free mechanik.
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- aoffan23
- You can nail me with your wood. ( ͡° ͜ʖ ͡°)
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Life Insurance: For every unit that dies, you get 1 cp to buy anything for your army. Obviously stackable. (Problem would be deciding the prices of stuff, it would take a bit out of the game)
Oil Surplus: All vehicles move an extra 3", but destroying them automatically causes a 1d10 explosion.
Hazmat Suits: All uints are invulnerable to chemical/gas weaponry, but suffer a -1 skill penalty due to bulky suits.
Extra Ammo: All bullet/slug weapons get an extra shot each turn, but the weapons' ranges are decreased by 1".
Combat Drugs: Roll a D6 at the start of each turn. As long as you roll a 3-6, all infantry have a +1 move and +1 skill bonus. However, once you roll a 1 or 2, the drugs wear off and your infantry suffer a "crash", including a -2 move and skill penalty that turn.
Oil Surplus: All vehicles move an extra 3", but destroying them automatically causes a 1d10 explosion.
Hazmat Suits: All uints are invulnerable to chemical/gas weaponry, but suffer a -1 skill penalty due to bulky suits.
Extra Ammo: All bullet/slug weapons get an extra shot each turn, but the weapons' ranges are decreased by 1".
Combat Drugs: Roll a D6 at the start of each turn. As long as you roll a 3-6, all infantry have a +1 move and +1 skill bonus. However, once you roll a 1 or 2, the drugs wear off and your infantry suffer a "crash", including a -2 move and skill penalty that turn.
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Tzan wrote:I agree with Warhead.Quantumsurfer wrote:I generally agree with TzanWarhead wrote:I agree with QuantumSmurfer.
- RagnarokRose
- u a MILLION wus and only then shall you become the MISTRESS
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Scottish Born: Automatically gains the Highland Fling feat. +1 to skill when within 2" of a beverage.
>Subfeat: Highland Fling: Replaces the miniature's action this turn. Roll 1d6. On a 1-4, the dance does nothing. On 5-6, all allied Scottish units within 3" gain +1d6 to skill and damage. Stacks.
>Drawback: Warhead cannot be allied with a team that consists of Scottish, mainly because the rank of total badass cannot be shared.
>Subfeat: Highland Fling: Replaces the miniature's action this turn. Roll 1d6. On a 1-4, the dance does nothing. On 5-6, all allied Scottish units within 3" gain +1d6 to skill and damage. Stacks.
>Drawback: Warhead cannot be allied with a team that consists of Scottish, mainly because the rank of total badass cannot be shared.
she/her | formerly known as ross_varn | exiled for the good of the f.e.l.c.
- RagnarokRose
- u a MILLION wus and only then shall you become the MISTRESS
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Yeah, make stats for them then.
But can't you imagine it? The English swarming the gates of the Scottish castle, while the defenders on the walls work themselves up into a beer-fueled dance frenzy as every other Scot mini starts dancing? The cumulative bucket'o'dice for the attack roll alone... *starts drooling*
But can't you imagine it? The English swarming the gates of the Scottish castle, while the defenders on the walls work themselves up into a beer-fueled dance frenzy as every other Scot mini starts dancing? The cumulative bucket'o'dice for the attack roll alone... *starts drooling*
she/her | formerly known as ross_varn | exiled for the good of the f.e.l.c.
- *CRAZYHORSE*
- Mega Blok
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- samuelzz10
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Stick it to The Man:
Law enforcement units (hereby referred to as The Man) act as though they are covered in a thick adhesive. Any melee weapons used on The Man stick. Damage is still applied normally. In addition, shove and charge attacks used on or by The Man cause the two units involved to stick together. Walls, vehicles, weapons, other minifigs, anything. If The Man touches it, it sticks.
Law enforcement units (hereby referred to as The Man) act as though they are covered in a thick adhesive. Any melee weapons used on The Man stick. Damage is still applied normally. In addition, shove and charge attacks used on or by The Man cause the two units involved to stick together. Walls, vehicles, weapons, other minifigs, anything. If The Man touches it, it sticks.
BrikThulhu eats 1d6 minifigs each turn.
- Swordsalmon
- Nice TRIPS
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You also need "There Can Be Only One". When one Scotsman is left on the field, he gains +2d6 on attack and defense rolls. Anyone he kills loses their head.Ross_Varn wrote:Scottish Born: Automatically gains the Highland Fling feat. +1 to skill when within 2" of a beverage.
>Subfeat: Highland Fling: Replaces the miniature's action this turn. Roll 1d6. On a 1-4, the dance does nothing. On 5-6, all allied Scottish units within 3" gain +1d6 to skill and damage. Stacks.
>Drawback: Warhead cannot be allied with a team that consists of Scottish, mainly because the rank of total badass cannot be shared.
Ultra-Survivalist:
The army with this specialty is led by ultra-survivalists, or are themselves. Prepared for virtually any situation, every part of the army gains +1 to any defensive roll.
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.
- Keldoclock
- My Little Pony
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- Killer Karetsu
- Galidor
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Resist damage
Takes the dice roll amount of damage away from the enemies attacks. Does apply to every part of the fig/creation. The profit is that this applies to weak spots and can't be removed, as with MY plasma weapon rules. If added to a creation then it costs the normal+structure level.
1d6: 1cp
1d6+2:2cp
1d10:3cp
1d12:4cp
and so on.
Plasma weapons:
Plasma weapons shoot well... plasma that can melt armor easily. To repsent this, they decrease the enemies armor level by 1 BUT ONLY AGAINST PLASMA ATTACKS. example: A minifig with and body armor has an armor of 6. If hit by a plasma weapon his armour is only 4.
Plasma does not kill very easily, so the weapons damage is decreased by -1. Dunno about cost.
Takes the dice roll amount of damage away from the enemies attacks. Does apply to every part of the fig/creation. The profit is that this applies to weak spots and can't be removed, as with MY plasma weapon rules. If added to a creation then it costs the normal+structure level.
1d6: 1cp
1d6+2:2cp
1d10:3cp
1d12:4cp
and so on.
Plasma weapons:
Plasma weapons shoot well... plasma that can melt armor easily. To repsent this, they decrease the enemies armor level by 1 BUT ONLY AGAINST PLASMA ATTACKS. example: A minifig with and body armor has an armor of 6. If hit by a plasma weapon his armour is only 4.
Plasma does not kill very easily, so the weapons damage is decreased by -1. Dunno about cost.
NO!THERE ARE NO POLAR BEARS IN FINLAND!!!
- dilanski
- Now with added tractor fetish
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Can absorb CC attacks on the upper lip (except on bridges)Silverdream wrote:England Born
-1 to skill and defence when on a bridge
British:
Unified Hatred- Everyone hates each other due to the fact there's more culture in the 243,000km*2 england than the 9,826,000km*2 USA, but hating each other is a good mind-set for battle, all skill roles against enemies get a +1 bonus.
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- samuelzz10
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That is so cheap, at the extent it is almost as cheap as my other friends ideas.Ultra-Survivalist:
The army with this specialty is led by ultra-survivalists, or are themselves. Prepared for virtually any situation, every part of the army gains +1 to any defensive roll.
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- Rev. Sylvanus
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Says someone who suggested +1d6 to all weapon damage??? That's a +1 vs. a +3.5...samuelzz10 wrote:That is so cheap, at the extent it is almost as cheap as my other friends ideas.Ultra-Survivalist:
The army with this specialty is led by ultra-survivalists, or are themselves. Prepared for virtually any situation, every part of the army gains +1 to any defensive roll.
- aoffan23
- You can nail me with your wood. ( ͡° ͜ʖ ͡°)
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Readfail.Rev. Sylvanus wrote:Says someone who suggested +1d6 to all weapon damage??? That's a +1 vs. a +3.5...samuelzz10 wrote:That is so cheap, at the extent it is almost as cheap as my other friends ideas.Ultra-Survivalist:
The army with this specialty is led by ultra-survivalists, or are themselves. Prepared for virtually any situation, every part of the army gains +1 to any defensive roll.
Computer-controlled: All of the units in the force are controlled by computers with military strategy and targetting programs. However, they lack the situational awareness and resourcefulness of humans, so unorthodox actions are rarely made.
All units gain a +2 skill modifier on normal attacks, but all Stupendous Feat rolls suffer a -2 penalty.
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Tzan wrote:I agree with Warhead.Quantumsurfer wrote:I generally agree with TzanWarhead wrote:I agree with QuantumSmurfer.