Ok, so I'm creating a custom army for use in BrikWars, and I need some feedback regarding my new unit stats. The gist of it is I've boosted the stats of the units by one or two points, added some traits to some of the units, given them each a defined feat that they can use without failure repercussions (but that has a cool down and weakens the unit on the next turn), and increased the cost substantially. For example with the feats, Officers can boost their squads use roll by one for a turn, but the squads get a minus one penalty to use rolls the next turn. Or the Heavy weapons troopers can get immunity to damage and knock back for one turn, but they can only attempt this feat once. I've run some test battles and seems to be balanced, but I'm not sure if I got is right. I'd like to know if this a good idea, if any feats should be tweaked if it is, and if I've adjusted the CP enough to balance the units greater strength. Due to the increased power of Space Marine units, they cost a lot more than normal troops (A Space Marine troops is nearly twice the cost of a standard fig), and are an elite force by necessity.
The Space Marines are the best combat troops in the galaxy, and the reputation is well deserved. Space Marines carry the toughest armor, the most powerful weapons, and the best equipment available. All Space Marine soldiers have a specific heroic they may use, this feat has no negative results should it fail. All Space Marines save Snipers, Scouts, Medics, Pilots, Heroes, and Engineers have the following traits:
Hardy Boy: attacks do -2 damage to this minifig.
I <3 Terrain: +1 attack, +2 to skill and armor in CC when fighting inside a terrain they choose to specialize in (Urban)
Space Marine Troopers
Stats: 7 CP, Skill 1d6, Move 5, Armor 5. Feat: Burst Fire
Troopers are the basic soldiers of the Space Marines. They have armor plating woven into their uniforms, and thus have more armor than standard troops. Troopers typically carry Gauss Rifles with bayonets only, although most squads also carry grenades, rocket launchers, and at least one flamethrower. Trooper Feat: Burst Fire. This feat allows the soldiers to fire 2 shots instead of one. The shots have separate use and damage rolls. Both shots must be aimed at the same target. Troopers fire at -3 skill on the next turn after using this feat.
Space Marine Officer
Stats: 9 CP, Skill 1d8, Move 6, Armor 1d10+1. Traits: Leadership. Feat: Esprit de Corps
Space Marine Officers lead squads into battle. They have skills greater than the average Space Marine, due to their advanced training. Officer Feat: Esprit de Corps. This feat grants the Squad +1 to all rolls, armor, and movement, so long as the squad contains only Marines. After using this feat, the squad takes a -1 penalty to all rolls, armor, and movement on the next turn. Officer's Leadership trait allows their squads to ignore the normal action penalty for Forming Up.
Space Marine Pilot
Stats: 5 CP, Skill 1d6, Move 4, Armor 1d6. Traits: Piloting. Feat: Transfer Power
The Space Marine Pilot is trained to use vehicles and horses to maximum effectiveness. If it has wheels, treads, legs, hoverpads, repulsors, rotors or jet engines it doesn't matter, the Pilot can use it. Pilot Feat: Transfer Power. This feat can only be used on a mechanical vehicle. When used, the unit can either sacrifice all movement to double weapons power, or deactivate weapons systems in order to double movement. Both systems operate at a -25% capacity the next turn. Piloting trait allows Pilots to negate action cost for steering, leaving actions open for weapons use.
Space Marine Hero
Stats: 12 CP, Skill 1d10, Move 7, Armor 2d6+1. Traits: Heroic Ego, Marine Pride.
The Space Marine Hero is the best of best, an elite combatant. Highly trained, well equipped, and in superb physical condition, the Space marine Hero is the best the Space Marine Corps has to offer. Hero's Heroic Ego Marine Pride traits give them: (Ego) Grants the Hero one stupendous feat per turn, in line with the hero's action movie cliché (Super Soldier). Hero's also receive a -1 Cranky penalty to all roll for each other hero in their army, along with a -1 CP discount (up to -5 CP). The Marine Pride feat allows Space Marine Hero's to ignore the Cranky penalty generated by other Space Marine Heroes.
Space Marine Close Quarters Combat Specialist
Stats: 9 CP, Skill 1d6 ( add 1d6+2 in CC, -2 with range weapon), Move 4, Armor 5 ( add 1d6+2 in CC). Traits: CC Weapons Master, Shock Troops. Feat: Adrenaline Surge
Space Marine Close Quarters Combat Specialists fight up close and personal. Close Quarters Combat Specialists have heavy armor and move slowly. They excel at Close combat fighting, but do poorly at range. Close Quarters Combat Specialists usually lead charges toward enemy lines, or work in close quarters urban fighting. Close Quarters Combat Specialist Feat: Adrenaline Surge. The Adrenaline Surge allows a Close Quarters Combat Specialist to negate any movement penalties he would receive from armor and weapons for one turn, at the cost having those penalties double during his next turn. The Close Quarters Combat Specialist's CC Weapons Master and Shock Troops give him: (CC Master) +1d6 to armor, use, and damage rolls in CC. +1d6 range when throwing objects. May dual wield heavy weapons as if they were hand weapons. (Shock) +2 to skill, armor, and damage when rolling for CC or Charge. -2 to skill when rolling for ranged attack.
Space Marine Commando
Stats: 15 CP, Skill 1d8+2(-1d4 with CC weapons), Move 6, Armor 1d12+2 (-1d4 with CC weapons). Traits: Dreaded, Ranged Weapons Master. Feat: Teleport
The Space Marine Commandos are the heavy hitters of the Space Marine Corps. Heavily armed and armor, these fast moving troops are the bane of enemy soldiers everywhere. Few enemy soldiers have survived an attack by Commandos. Commando Feat: Teleport. This Feat allows Commando to instantly move to any other location on the battle field within line of sight. After Teleporting, Commandos may not teleport again for 2 turns. Commando's Dreaded and Ranged Weapons Master traits grant them: (Dreaded) Enemy units take a -1 penalty when engaging commandos. (Ranged Master) +1d4 to armor, use, and damage rolls with ranged weapons, -1d6 in close combat. May dual wield long range weapons as if they were short ranged weapons.
Space Marine Sniper
Stats: 7 CP, Skill 1d6 (+2 with ranged weapon, -2 in CC), Move 7, Armor 1d4+1. Traits: Stealth, Bull’s-eye. Feat: AP Round.
The Space Marine Sniper Corps is the long range combat arm of the Space Marines. Snipers are fast moving, lightly armored infantry. Snipers have a bonus to skill in ranged combat, but take a penalty in Close Combat action. Sniper Feat: AP Round. This feat allows the sniper to fire an armor piercing shot from his rifle. The AP round will pierce walls and other obstacles and do normal damage to enemy troops behind such cover. If used against a target standing in the open, an AP round does twice the normal damage. After firing an AP shot, the Sniper cannot fire again the next turn, and on the turn after he fires at a -2 skill penalty. Their Stealth trait gives them: +1/3 bonus to cover when moving, +2/3 bonus when standing still. Can add to existing cover, making them effectively invisible. Bonus is negated if the Sniper draws attention to itself or is spotted by enemy unit with Scouting skill. Bull’s-Eye ignores cover modifiers produced by buildings and/or terrain as long as any part of the target is visible; not usable against Stealthy units.
Space Marine Heavy Weapons Trooper
Stats: 9 CP, Skill 1d6, Move 4, Armor 1d8. Feat: Rambo
Space Marine Heavy Weapons Troopers are trained to use HMGs, Miniguns, rocket launchers, and all other such high power weapons. They are slower down with their heavy weapons are armor, however. Heavy weapons troopers have a +1 bonus to use for heavy weapons. Heavy Weapon Trooper Feat: Rambo. This Feat allows a Heavy Weapons trooper to ignore all damage and knockback for one turn. This feat may only be used once per battle. If feat roll fails, you cannot attempt the feat again.
Space Marine Flame Trooper
Stats: 8 CP, Skill 1d6, Move 3, Armor 1d8. Feat: Dump and Run.
Space Marine Flame Troopers carry heavy, formidable flamethrowers into battle. They have heavy armor, but due to the weight of their armor, weapons, and fuel tanks, they move very slowly. Also, because flamethrower fuel is very volatile, should the trooper die in a fire, explosion, hand to hand attack or due to being shot by a slugthrower or energy weapon, his fuel tanks will explode with the force of a standard explosive. Flame Trooper Feat: Dump and Run. This feat allows the Flame Trooper to drop his flamethrower and fuel tank on the ground, then sprint away. at the end of his sprint, the tank explodes, doing explosive damage +6. This feat may only be used if the trooper has a flamethrower with fuel tank.
Space Marine Recon Trooper
Stats: 7 CP, Skill 1d6, Move 7, Armor 1d4. Traits: Scouting, Trailblazing, Operation Recon. Feat: Toughen Up
The Space Marine Recon is responsible for ensuring that the Space Marine's advance isn't stalled by traps, minefields, or other hidden hazards. Recon Trooper Feat: Toughen Up: This feat grants +2 to all armor rolls, at the cost of -2 to all skill rolls. The Scouting and Trailblazing traits give: (Scouting) Reveals hidden objects, traps, hidden units. may spend action cost to Target enemy unit, giving allied units +1 skill bonus. (Trailblazing) May find a safe route through minefields or other hazards by traveling at half speed. other units may follow behind in single file. 9Operation Recon) This fig puts the "key" in sneaky. Hold him in reserve until the end of any opponents first turn. Then, place him anywhere on the battlefield at least 8" from the nearest enemy. Until he takes an action or moves, this minifig has total concealment.
Space Marine Medic
Stats: 6 CP, Skill 1d6, Move 5, Armor 5. Traits: Medical Training. Feat: Health Boost
Space Marine Medics are tasked not with ending lives, but saving them. Their role is to heal and revive fallen teammates. Medic Feat: Health Boost. This feat grants a +1 armor bonus to all friendly troops within 5 inches of the Medic. Medic Medical training grants: Allows unit to revive fallen soldiers (even if they've been blown to bits). To Revive, count the number of pieces fallen unit is in. Medic must exceed this number to revive. Medic is at -3 to medical rolls without a medkit. Can reattach severed limbs with a roll of 2.
Space Marine Engineer
Stats: 6 CP, Skill 1d6, Move 5, Armor 5. Traits: Engineer Training. Feat: Armor Boost
Space Marine Engineers are tasked with building add repairing vehicles. Engineer Feat: Armor Boost. This Feats grants a +3 armor bonus to a designated vehicle within 10 inches of the Engineer. The Engineering Training trait gives: Allows the unit to repair mechanical objects (including robot troops). To repair, count number of pieces destroyed unit is in. Engineer's roll must match or exceed that number. If the roll doesn't match or exceed, attack number of parts equal to the engineer's roll. Repairs may be continued until destroyed unit is fully operational. Engineer receives +3 to rolls when he has a tool in his hand.
"There's suspension of disbelief and then there's insulting my fucking intelligence"