Pre-Made Animal Stats Thread

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

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stubby
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Re: Pre-Made Animal Stats Thread

Post by stubby » Thu Apr 18, 2013 4:05 pm

I'd make animal bites equivalent to the nearest-size CC weapon, minus the Parry option. A dog bite would be a Hand Weapon; a croc bite would be a Heavy Weapon.
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Re: Pre-Made Animal Stats Thread

Post by pkbrennan » Thu Apr 18, 2013 4:40 pm

Rev. Sylvanus wrote:Also note the dog will have a half-mind (simple)

With the half mind, your dog would be 6 cp
I would imagine the doggies to be more intelligent than minifigs... ;-)
stubby wrote:I'd make animal bites equivalent to the nearest-size CC weapon, minus the Parry option. A dog bite would be a Hand Weapon; a croc bite would be a Heavy Weapon.
That's why I made the doggy bite Range CC Damage 1d6. I made the bite Use 3 instead of Use 2 coz I considered it more elegant than making the doggy's skill 1d6-1, but it has more or less the same effect.
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Re: Pre-Made Animal Stats Thread

Post by IVhorseman » Thu Apr 18, 2013 4:44 pm

Eh, you probably don't need to make that concession. If a dog tries to bite something, it usually happens.

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Re: Pre-Made Animal Stats Thread

Post by *CRAZYHORSE* » Thu Apr 18, 2013 5:11 pm

IVhorseman wrote:Eh, you probably don't need to make that concession. If a dog tries to bite something, it usually happens.
Exactly the failure rate for animals trying to bite you when in range is even far below 1/6 in real life. Same thing with trying to hit somebody with a club or stab them, pretty fucking easy.
So just keep it simple use:2 dmg:1d6 range:CC Because this shit works:
stubby wrote:I'd make animal bites equivalent to the nearest-size CC weapon, minus the Parry option. A dog bite would be a Hand Weapon; a croc bite would be a Heavy Weapon.
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Re: Pre-Made Animal Stats Thread

Post by stubby » Thu Apr 18, 2013 6:00 pm

Oh wow, I was going to say a bunch of stuff about the Grab rules and then I realized I never uploaded them.

Okay, imagine that I've already uploaded the current version of chapter 5 where I tell you all about Grabs. Regular CC attacks can fail, but Grabs always succeed (except on a successful Bail or something). And once you're Grabbed, all further CC Attacks and Counterattacks between you and the Grabber are Automatic Hits, along with hefty Skill and Move penalties for both Grabber and Grabee, until something ends the Grab.

What I'm thinking is, animals that bite aren't usually biting as melee attacks - it's more often the initial bite to lock on, and then all the damage comes from tearing at the victim while still locked on somehow. Dogs shake their prey all around, cults try to sever an artery, crocs roll their prey to disorient and drown, etc. So a bite would be a special case where you could use the weapon to Grab on the first turn, and then use the weapon to Attack on subsequent turns at the same time you're using it to Grab.

And for combat dogs in particular, they're mostly used to clamp jaws on targets and incapacitate them so that their human buddies can finish them off, more often than having the dogs try to kill targets by themselves. So making them Grab-focused works pretty well, I think.
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Re: Pre-Made Animal Stats Thread

Post by pkbrennan » Thu Apr 18, 2013 6:05 pm

Dude, that sounds great.

Can you write up a dog stat with the relevant info on please? I got an image you can use:

Image

Yes, stubby, you have my full permission to use that image.
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Re: Pre-Made Animal Stats Thread

Post by Silverdream » Thu Apr 18, 2013 7:22 pm

That's a really decent, well-lit photo. Good job.
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Re: Dogs, Alsatians, Guard Dogs, etc

Post by IVhorseman » Thu Apr 18, 2013 7:49 pm

pkbrennan wrote:Doggie:

Skill: 1d6
Move: 8"
Armour: 1d6

Bite Attack: Use 3, Range CC, Damage 1d6 + grab

CP 6
I'd say :diy: but you already did.

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Re: Pre-Made Animal Stats Thread

Post by aoffan23 » Thu Apr 18, 2013 8:13 pm

stubby wrote:Okay, imagine that I've already uploaded the current version of chapter 5 where I tell you all about Grabs. Regular CC attacks can fail, but Grabs always succeed (except on a successful Bail or something). And once you're Grabbed, all further CC Attacks and Counterattacks between you and the Grabber are Automatic Hits, along with hefty Skill and Move penalties for both Grabber and Grabee, until something ends the Grab.
What about tools like this?
Image

The same principles of larger weapons being harder to use apply with these; it's harder to grab something with a long grabbing tool than with bare hands. Would these be auto-hits too?

I'm not just asking to be difficult. I actually have a unit for my death cult guys that picks up corpses with a two-handed grabbing tool and collects them in a cart for sacrifices. It wouldn't be a problem with the corpses, because he's pretty much just picking up trash at that point. My problem is that since he plays such an important role in the army (summoning a demon), he would inevitably get attacked. The grabbing tool is his only weapon, so how would I deal with this?

Yes, I could always fudge. I just want to know if bigger grabbing tools are going to be implemented into the rules.
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Re: Pre-Made Animal Stats Thread

Post by stubby » Fri Apr 19, 2013 2:27 am

Grabbing with your own natural grabbers (a minifig's hand, a dog's mouth, an octopus's tentacles) is automatic. Grabbing with a weapon (whips being the most common example) requires a successful hit with the weapon, at the usual Use.
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Re: Pre-Made Animal Stats Thread

Post by IVhorseman » Fri Apr 19, 2013 11:16 am

heheh. Natural grabbers.

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Re: Pre-Made Animal Stats Thread

Post by Tzan » Fri Apr 19, 2013 7:33 pm


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Re: Pre-Made Animal Stats Thread

Post by Zupponn » Mon Apr 22, 2013 3:16 pm

So, if Warhead grabs your mom, he will not miss when nailing her.
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Re: Pre-Made Animal Stats Thread

Post by Pwnerade » Mon Apr 22, 2013 9:39 pm

These new grabbing rules sound good. :guinness:
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Re: Pre-Made Animal Stats Thread

Post by Kirillyos » Fri Nov 15, 2013 4:13 pm

How's this?

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A bit pricey in CP, I know...
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